Two things players want: a clear list of the 6v6 maps they will actually queue into, and a fast way to understand and win on Kill Block. Standard 6v6 maps get mixed-to-negative feedback (small, 3-lane, spawn-heavy). Kill Block is the mode most players call the standout because it forces adaptation instead of spawn-trapping the same three lanes.

16v6 Maps in the Open Beta

These six Core maps rotated during Weekend 2 (Aug 28 to Sep 1). Lithium was the new addition for the open weekend. Queue Core 6v6 playlists for these. Queue the dedicated Kill Block or Gunfight playlist for the modular one.

Rooftops
Snow-covered New York hotel rooftops and connected walkways. Elevated routes exist but players describe it as more 3-lane than truly vertical.
Silkworm
Dense South Korean shopping district, storefronts, alleys, subway area. Fast, grounded, close-to-mid range. Frequently called a classic 3-lane Treyarch-style map.
Transit 213
Overgrown Indian bus depot with rusting buses creating tight lanes and long sightlines. Community often compares it to Shipment-size and pace.
Cachette
French rail-terminal hideout with containers, cobblestone, rooftops and interiors. Some players single this one out as having better flanks and multi-level play than the others.
Lotus
Korean fishing village, mixed close and mid-range.
Lithium
Mexican lithium refinery and industrial plant. Mid-range, equipment, garage doors. Players note it feels less strictly 3-lane than the rest.

2Kill Block: How It Works

Kill Block is a separate Shoot House-sized arena made of three modular slabs (two End Slabs plus one Central Slab) that snap together into a Combo. The layout reconfigures every two rounds and between matches. Official and player posts cite 500+ combinations at launch. Many slabs pull pieces from Crash, Highrise, Shoot House, Killhouse, Ambush, Storage Town, Cabin, Woods, and more. Weather (rain or snow) can also change. In the beta it is 3v3 and 10v10 Gunfight with shared randomized loadouts. Both teams play both sides of each Combo.

3Key Decisions on Kill Block

Central slab control
Push middle early
Most players who post clips push middle early because that is where the two teams meet. First team to hold the connections usually wins.
Connections vs interiors
Play the connections
Connections let you third-party. Interiors of one slab are safer but slower to rotate.
Weather adaptation
Close the gap in snow or rain
Snow and rain slabs reduce long sightlines. Close the gap faster instead of holding long angles.

Fight Demonstration

Common Mistakes to Avoid