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Versus

Nineteen pictures and not one map description

Battleship, Outpost, Market, Park, Precinct and Skyward. Every mode plays on the same six. Three pictures and a name for each, and no more than that.

4 min read

Everybody in the match is on the same map, and the map is the thing the game says least about. Weapons publish damage. Modes publish round counts and timers. Maps publish a name and a picture.

What comes with a map

Three pieces of art each, doing three different jobs in the menus.

  • Loading screen art 2560×1080 · the widest art in the game, and the only place you get a look at a map before you are in it.
  • Map vote tile 330×400 · the portrait you pick from.
  • World map thumbnail 572×352 · the map’s pin on a map of the city.
  • Map description — The game writes none for any of the six.

Six maps times three is eighteen. There are nineteen.

Two maps answer to another name in their own art

Market’s artwork is Marche all the way through, and Outpost’s is Camp. In the game you see Market and Outpost, and Market’s vote tile has a lit neon sign over the street that reads MARKET, so you are never guessing in the menu.

It matters in one place. If you are matching a screenshot or a clip to a name, the picture may be captioned with the other one. One map with two names, not two maps.

What the artwork shows

Not a read of how any of them plays. Map names are the game’s own; the labels above them are unofficial.

Vote tiles, at the shape the game draws them; the captions read from all three pieces of each map, and the signage is on the wide loading screen art. All nineteen are on the Versus maps page at full size.

The nineteenth picture

A map of the city with six pins on it, one for each Versus map
Six pins, one per map. There is no seventh.

It belongs to no single map, and the August 11 update added nothing to the set.

What is not written down

No power weapon spawns. No lane counts. No map size, no recommended mode, no player count tied to a map. Not one of the six carries a line of published description. That part is still true for all six.

Callouts, the location names players call out to each other, are a different story now. All six maps have a tactical map with named callouts, taken from the game’s own overhead-map data rather than guessed from how players describe the map. When the game says something about a callout, it goes on the page.

The mode is the part that changes

The pool does not move, so the mode is what changes a map’s job, and mode rules are published in full. Every line here comes from the rule card the game shows you.

Every Versus mode and the figures its rule card gives.
ModeRounds Round timer
Team DeathmatchLast team standing. 15 lives per team.2 to win10 min
ConquestHold a zone to capture it. Four zones wins.Single25 min
DemolitionPlant the bomb and defend it. 60 second fuse.3 to win6 min
CrucibleHold the Core in the zone. Three zones wins the round.2 to win10 min
King of the HillIn rotation. Hold the zone for a cumulated 120 seconds.Single—
GuardianIn rotation. Last team standing wins the round.2 to win10 min
WarpathIn rotation. Capture the zone for points. 100 wins the round.2 to win10 min

King of the Hill’s timer is a dash because its card does not give one. That is not the same as unlimited. Team size is nearly the same story: the playlist descriptions say 4v4, King of the Hill’s card says a 4 on 4 battle, and no other mode’s card carries a headcount at all.

One last thing decides which of the six you end up on. Social lobbies stay together between matches:

In the game’s words

“At the end of each match, players vote on the next map and mode, allowing lobbies to continue without re-entering matchmaking.”

Ranked has no equivalent.