
Zestafona
Arid high country and industrial cover — long approaches, warehouses, and nowhere to hide a bad rotate.
Zestafona is the most open of the three Early Access maps: irrigated field blocks along a creek, scattered settlement, then ridges of bare rock and low scrub. Cover is agricultural and man-made — warehouses, rail, water treatment, offices — not Bakurani's continuous canopy. Approaches are long. Drivers and Pilots decide whether you arrive for the tick. Named industrial blocks (warehouse rows, factory, shipping, train sheds) reward CQB once you are inside; the farmland/forest outer ring is a sniper and vehicle problem. Shown 4 September 2026 and shipping with or just after Early Access.
- Size
- 16×16 km
- Cover
- Man-made + fields — not forest
- Fail state
- Walking the last kilometre in the open, twice
Key spots
Warehouse maze / brick warehouses
CQB core. Destruction opens lanes. Clear corners as a stack; a solo hero peek donates the kit.
Water Treatment / Houses
Named play areas that often host the zone. Rotate with the Hot Zone, not with the building you already learned.
Rail / train sheds / bus depot
Chokes. Good FOB ground if you can supply it. Bad if two factions already live there.
Offices / water towers
Vertical. One marksman here, the rest in the circle. Six people on the tower lose the tick.
Farmland / forest outer ring
Long-range. AP ammo and vehicles. This is how you die on the way in, not how you score.
Play notes
- Budget a vehicle on this map even if you walk Bakurani. The death tax is distance.
- Industrial interiors make the third faction lethal: they enter the warehouse you just cleared.
- If your squad cannot hold open ground, play logistics and Medic on the approach instead of feeding the first ridge.