Categorizes map layouts, highlights optimal objective routes, and advises on spatial-specific hazard mitigation based on current entity spawn pool.
Scrap Quota Scaling by Map Volume
Scrap quota requirements are directly tied to map spatial volume. Larger maps demand significantly more collection effort.
| Map Category | Example Maps | Scrap Quota | Difficulty |
|---|---|---|---|
| Small (Compact) | Office, Simple Maze, The House | Low-Medium | Easier |
| Medium | School, Hospital, Apartments | Medium | Moderate |
| Large (Expansive) | 3008, Infinite House, The Void | High | Challenging |
Camera Monitor Deployment Strategy
The Camera Monitor allows up to 3 active deployments with infinite durability. Optimal placement maximizes surveillance coverage.
Placement Principles
Optimal Locations
Cover multiple approach vectors from single camera
Alert teammates to incoming entities while capturing
Early warning for narrow escape routes
Avoid These Locations
Single approach vector = wasted coverage
Camera visible to entities = easy destruction
Multiple cameras watching same area = resource waste
Map-Specific Hazard Analysis
3008 β Limitless Furniture Store
Recently revamped with altered pathing. The massive open floor plan with endless furniture rows creates dangerous sight-line traps.
Dangerous Features
- Limited vertical navigation options
- Long straight corridors = Kolossos charge death trap
- Low visibility in furniture maze sections
Strategic Tips
- Use furniture rows for lateral evasion
- Stay near entrance areas for quick extraction
- Radar becomes critical for ambush detection
The Void β Non-Descript Dark Space
Minimal environmental features. Limited cover options make this map extremely dangerous during high-entity-count trials.
Dangerous Features
- Poor visual reference points
- Easy to become disoriented
- No natural chokepoints for defense
Strategic Tips
- Memorize spawn point locations quickly
- Use Radar as primary navigation tool
- Stay near other players for collective safety
Angry Munci Hazard Zones
In tight, compartmentalized maps with restricted visual ranges, Angry Munci becomes exponentially more dangerous. You cannot establish visual contact without triggering its speed boost.
Escape Trial Route Planning (Trial 4)
During the Escape Trial, exactly 1 entity guards the extraction eye. Calculate your route before the trial begins.
Escape Sequence Protocol
- Observe spawn point β Note where the escape eye appears before moving
- Calculate entity patrol route β Single entity will guard but may patrol
- Identify alternate paths β If direct route is blocked, know your backup
- Coordinate with team β Designate kiter if entity camps exit
- Execute extraction β Move when kiter draws aggro, or during entity patrol gap