- Minimum Players
- 4
- Maximum Players
- 8
- Canvas
- Tidal
- Supported Core Gametypes
-
- Slayer
- Multi Flag CTF
- Assault
Concourse
By Squally DaBeanz
"All aboard the pain train!"
Concourse is an inverse symmetrical 4v4 map based in a neon-lit metro station. The map consists of the two bases at either end, the two main atriums in the middle, and various connection between. There are three train tracks running the length of the map. The middle track is occupied by a train car housing the Plasma Caster, with a dividing wall above it housing the Overshield. The two side tracks are in the center of each atrium. A service tunnel is connected to each atrium that leads to an upper balcony or into the respective base. Each base has multiple routes in, including a ventilation shaft connected to the track adjacent to each base.
The goal of this map was to create a CTF map that focused on tug of war gameplay through the use of hallways and open atriums, while still providing plenty of opportunities to sneak around the edges unseen. Every route between the bases has to cross through one atrium or another at some point, meaning there is never a flag run that can be completely hidden the entire time.

By Squally DaBeanz
"All aboard the pain train!"
Concourse is an inverse symmetrical 4v4 map based in a neon-lit metro station. The map consists of the two bases at either end, the two main atriums in the middle, and various connection between. There are three train tracks running the length of the map. The middle track is occupied by a train car housing the Plasma Caster, with a dividing wall above it housing the Overshield. The two side tracks are in the center of each atrium. A service tunnel is connected to each atrium that leads to an upper balcony or into the respective base. Each base has multiple routes in, including a ventilation shaft connected to the track adjacent to each base.
The goal of this map was to create a CTF map that focused on tug of war gameplay through the use of hallways and open atriums, while still providing plenty of opportunities to sneak around the edges unseen. Every route between the bases has to cross through one atrium or another at some point, meaning there is never a flag run that can be completely hidden the entire time.






