// domination · elevated arena

Upper Platforms

The vertical Domination map. Multi-level platforms with capture points, open edges, and a literal void below. The map rewards positional play and punishes any unit that values speed over awareness — one wrong sprint off a ledge is an instant disable with no killer credit. Sniper-friendly from elevated nests; lethal for the careless.

ModeDominationcapture & hold points
Player count105v5 standard
Score cap6000or higher at 5:30
HazardVoid belowinstant disable
Sniper ratingMixedgood nests, exposed edges
Site analysis

Layout Overview

Upper Platforms is an open-air arena structured as a stack of interconnected raised platforms. There is no ceiling and no floor — if you fall off a platform edge, the next surface is the void, which is an instant disable.

Movement between tiers happens through ramps, lifts, and intentional drops. Some drops are safe (down to a lower platform); others are not (over an open edge). The map does not visually distinguish these clearly enough — this is the single most important thing to learn before playing the map.

The map's vertical layering creates three useful planes:

  • Upper tier: Sniper nests. Sight lines down to mid and lower tiers. Most exposed to flanking from connecting ramps.
  • Mid tier: The contested layer. Most capture points sit here. Movement-heavy, suited to Assault and Enforcer.
  • Lower tier: Less observed by sniping fire from above (line of sight is blocked by platform overhangs). Better for Infiltrator flanks.
Awaiting confirmation Exact capture-point count and rotation rules on Upper Platforms are not yet documented — the analysis below describes observed point placement, but the canonical count and any rotation between matches has not been verified.
The single biggest hazard

The Void Below

⚠ Falling off a platform = instant disable. No killer is credited in your death log. The kill counts against your Deaths column on the scoreboard. There is no respawn protection and no save mechanic. Walk, don't sprint, when within 3 meters of any open edge.

Why this matters more here than in other maps

DMArena and Administration HQ are bounded interiors — you can run at full speed and the worst that happens is you hit a wall. Upper Platforms is the opposite: speed kills you, literally, by carrying you past a ledge before your brain has registered that the floor ends.

Highest-risk situations

  • Sprinting + camera-checking: When you're sprinting forward and glancing left or right to check for flanks, your feet move faster than your awareness. This is the #1 cause of self-disables on this map.
  • Backpedaling under fire: Instinctive retreat steps backwards, no rear vision. If a ledge is behind you, you don't see it. Strafe sideways instead of backing up when taking fire near an edge.
  • Grenade scatter: Throwing a grenade can put you off-balance for a half-second. If the throw animation pushes you into a sprint and you're near a ledge, that's a disable.
  • Sniper repositioning: Sniper's 175 resistance and 9 speed make this hazard maximally dangerous — you can't survive any fall, and the speed makes you cover edge distance fast.
Site analysis The void hazard is the closest this game has to a "skill expression" feature beyond the gunplay. Players who learn the edge geography quickly outperform players with equal aim. Spend the first 2-3 matches walking the perimeter of every accessible platform to memorize which edges are safe drops and which are not.
Domination

Capture Points

Domination mode requires capturing and holding fixed control points. Standing inside a point's radius progresses the capture meter; once your team owns the point, it generates score for as long as you hold it.

What we've observed

  • Capture points sit on the mid tier, which is why mid is the contested layer.
  • Each point has a defined radius — you don't need to stand on a marker, just within the area.
  • Multiple teammates inside the radius does not capture faster than one (observation, awaiting confirmation).
  • Score accumulates while you hold — the team that holds more points longer reaches 6000 first.
Site analysis The score-from-holding mechanic means that on Upper Platforms, sitting on a captured point passively can be more valuable than chasing kills. A Sniper covering a teammate who's holding a point produces more score-per-minute than a Sniper hunting moving targets. Pair these roles intentionally.
By unit

How Each Unit Should Play This Map

Sniper

Upper tier nest holder

Hold an elevated overlook with sight line to the mid-tier capture point. The TG-87's 152 damage is decisive against anyone standing in the capture radius. Move nests every 2-3 takedowns — the enemy will rotate to flank once they know your position. Critical: never sprint near edges; the void hazard is what kills more Snipers on this map than any enemy.

Full Sniper guide →

Assault

Mid-tier point contester

The 250-resistance / 8-speed profile is the best fit for mid-tier work. Hold capture points actively, use 30-round Rifle0 mag for sustained pressure, throw Grenades to clear stacked enemies off the point. The class can survive direct fire that Sniper cannot. Backpedaling under fire near an edge is the most common mistake — strafe sideways instead.

Enforcer

Choke-point holder

EnfExt210's 60-round magazine plus 320 resistance is a wall in any ramp or lift bottleneck. Hold a corridor leading into a capture point and the enemy cannot push through without coordinated grenades. Trade-off: 6.5 speed means you cannot reposition fast — commit to one corridor and own it.

Infiltrator

Lower-tier flanker

The lower tier sees less observation from sniping fire above. Use Cloak to reach lower-tier ramps, then come up behind enemies holding mid-tier points. Xray identifies which point is most thinly held before you commit. This is the highest-leverage class on this map if played to its strengths.

Tactical patterns

Common Scenarios

Your team has the lead, holding a point

What to do: Don't leave the point to chase kills. The score is generated by holding. Spread out within the radius (one person per quadrant if possible) so a single grenade can't wipe all of you. Send the fastest unit (Infiltrator or Sniper) to spot pressure from adjacent angles, but the contestable bodies stay on point.

You're behind on score, enemy holding a point

What to do: Coordinate a push, do not trickle in. If your team enters the point one-by-one, the defenders kill each as they arrive. Group up out of sight, throw two grenades onto the point simultaneously, then push as a unit. Switch to higher-resistance classes (Assault, Enforcer) for this — Sniper can't survive contested point fights.

Enemy Sniper has set up a nest

What to do: Don't try to gunfight them at range. Send Infiltrator (Cloak to approach unseen) up to their nest from an adjacent ramp. Alternatively, take a different point on the map and force them to choose: hold the nest and lose points elsewhere, or abandon it. Sniping is positional; making the position cost something is how you counter it.

You're playing Sniper and your nest got pushed

What to do: Swap to Rifle0 immediately (G key). Disengage by dropping to a safe lower platform if available — the height difference disrupts the chaser's aim. Do not try to backpedal off your platform without checking the ledge behind you. Find a new nest at least 30 meters from the contested one.

Quick answers

Upper Platforms FAQ

What mode is Upper Platforms?

Domination. Capture and hold control points; first team to 6000 points wins (or whichever team has the higher score when the 5:30 timer expires).

What happens if I fall off the edge?

Instant disable. No killer is credited in your death log, but it counts toward your Deaths column on the scoreboard. There is no save mechanic and no respawn protection.

How do I avoid falling off?

Walk — do not sprint — when within 3 meters of any platform edge. Strafe sideways instead of backpedaling under fire. Pre-check the edge geography of your nest before settling into a position.

Which unit is best on Upper Platforms?

Mixed. Sniper is strong from elevated nests but vulnerable to flank pushes. Assault is the most reliable all-round pick for contesting mid-tier capture points. Infiltrator has the highest skill ceiling here via lower-tier flanking. Pick based on your team comp — you can switch units every respawn.

How many capture points are on Upper Platforms?

Verification pending. Observed points sit on the mid tier; exact count and any rotation rules have not been confirmed.

Can I jump down between tiers safely?

Some drops between platforms are safe, others go to the void. The map does not visually distinguish these clearly. Walk the perimeter of any platform you're about to use as a drop point until you know which edges are which.