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Maps are the battlegrounds on which players fight. In Beacon Capture games, each map contains 5 beacons that can be captured by either team. Victory can be achieved by capturing (and holding) beacons or destroying all enemy robots. Maps are chosen randomly each match.

There are fifteen maps that range in topography, size, and amount of open ground.

See also: Arena


  • Abyss is a new map, came in update 7.0.0. It is a community-made map. Its first name was Mine, but it changed to Abyss. It is based on a crater with lava, and an drilling station on top of it. Abyss is the first map with teleports.
  • Canyon is a small, dusty map with little cover. The map gets its name from the ravine in the middle; the center beacon is on a bridge just above the ravine. Long and medium-range bots will excel on this map.
  • Carrier is a roughly symmetrical map with a new linear beacon arrangement. Battles often take place in the center of the map where there is less cover.
  • Castle is a map themed around medieval castles. Provide plent of cover. It is best for close range fighters due to the amount of cover available how ever some areas provide excellent grounds for snipers.
  • Dead City is a small symmetrical canyon like a map with the center beacon located in a crater. Its many buildings make it great for close range combat. It is based on a city that has been devastated by a nuclear bomb.
  • Dreadnought is a slightly asymmetrical map centered around a large crashed spaceship. There are two main levels to the map - the main floor, and the roof of the ship. In addition to being asymmetrical, the map is also skewed, with the entire center of the map being at an angle. this provides for very interesting combat, and unique forms of cover.
  • Factory is an average-sized map with numerous buildings which are great to take cover behind. It is based on a once-abandoned research complex in a desert. It has unique hazards in the form of acid pools which damage robots that fall inside. The map is well-suited to fast and close-range brawling.
  • Flooded Canyon is regular Canyon map but flooded by dark-brown toxic waste (similar to Factory).
  • Lava Shenzhen is an alternate version of Shenzhen, which features additional buildings at various elevations and a lava floor that deals damage for however long a robot stands on it, as well as an alternative skybox. This version was first introduced in Update 7.5 during Arena.
  • Moon is a symmetrical map with narrow corridors favoring close combat.
  • Power Plant is a tightly packed map that heavily favors rocket weaponry and jumping robots. It has a unique kite-like beacon layout.
  • Rome is mostly symmetrical and similar to Dreadnought and Springfield, it has areas of both large open spaces, or tight enclosed spaces. There is also a Colosseum in the center which is a popular spot for shotgun robots to hide.
  • Shenzhen is a city map with many buildings of various heights surrounding an open central plaza containing the central beacon. Long straight avenues provide lots of cover, while the large open central area provides none. It is based on a Chinese city. Its huge blue roof is a great sniper spot.
  • Springfield is a large map divided in two by a dried riverbed. One side is mostly open farmland and the other with buildings providing plenty of cover. It is a map with multiple possible spawn points. There is a dam on one side of the map and two bridges connecting the two halves of the map.
  • Valley is a symmetrical map that favors close range bots and beacon capturers. The central beacon is often hotly contested and targeted by knife fighters. The edges of the maps are good for mid-ranged robots though.
  • Yamantau is a large open-air, snowy map with many bridges, very little cover, and two large sniping platforms. The central beacon is located on an elevated platform with a good amount of cover. It is based on Mount Yamantau, a real location in the world. This map is great for long rangers but not necessarily ideal for knife fighters.