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// INTERACTIVE MAPS

WARDOGS Maps: Kavkazi, Europe, Zestafona

Caucasus · the Bakurani, Mindori and Tevza regions

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scale · 16.384 km per side
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What these maps are

One to one with the game

Both in-game maps in full, one meter per pixel, with a coordinate grid in game units — the same numbers you read off the game screen. Towers, faction bases and spawn zones are in place. Click a point and you get its coordinate, travel time on foot and by vehicle, and a link you can drop into squad chat.

⛶ Tactical room

The button above the map. A shared plan for the run: route, rally points, danger marks and vehicles, each under its owner's callsign and role. Send the link to your squad — everyone sees the same map, and changes arrive on their own. No sign-up; a room lives for two weeks from its last edit.

About the maps, and what comes next

There are three maps in the game — Kavkazi, Europe and North America, with Moscow announced. Each is played in rotations: a region and three of its towns (on Kavkazi: Bakurani, Mindori and Tevza), and that is where the faction spawns, safe zones and garages sit — all of it from the game data, with a rotation switch above the layers. The first two are here on real in-game imagery; North America follows once its imagery is available. A coordinate grid in game units sits on top (toggle it with the grid button): it gets finer as you zoom in, and it sits on round game coordinates rather than on the edge of the frame. Marker layers, coordinate search and the ruler with travel times on foot, running, in a Bobcat, a Humvee and a helicopter all work. The expand button in the toolbar opens the map on the whole screen — Esc brings you back; on a phone that is twice the room for a plan.

The whole game map is 16.384 km per side: 163.84 units of 100 m each. The imagery covers exactly that, so a coordinate read off the game screen lands here one to one and the ruler measures real distance. Inside the playable area the zoom goes deeper still — down to half a meter per pixel. The tiles themselves come from the open WARDOGS Calculator (Apollyon, MIT license).

The ⛶ Tactical room button turns the map into a shared board for the squad: routes, rally points, danger marks and vehicles. Everyone signs themselves in with a callsign and a role, so you can see who is in the room right now and whose mark is whose. A mark you dropped can be renamed and dragged; a route or a danger area can be moved whole or bent at a single point; and Ctrl+Z takes back your last one. Anyone can open the link without signing up, and the owner decides whether the others may draw. A finished plan can be saved as a picture and dropped into the voice chat — the “🖼 As a picture” button in the room bar. A room lives for two weeks from its last edit.

Next comes marking up the named zones, towers and settlements on each map, from the game screen after the 10 September launch. If you know point names from the beta, tell us in the chat and we will add them with the source noted.

02

Frequently asked

Which maps does WARDOGS have?

Three: Kavkazi (the Bakurani, Mindori and Tevza regions), Europe and North America. The site has the first two on the real in-game imagery at one meter per pixel; North America will follow once we extract its tiles.

What does the WARDOGS interactive map show?

Control zones, towers, faction bases and spawns, safe zones, garages, rotations with their towns, a coordinate grid in in-game units (1 unit = 100 m) and a ruler with travel time on foot and by vehicle. Clicking a point gives its coordinate and a link you can drop to the squad.

How big is the WARDOGS map?

16.384 km per side — 163.84 in-game units of 100 meters. The active control zone inside it is 2×2 km, and that is where the fight is.

What is the tactical room on the map?

A shared plan for a run behind a short link: routes, rally points, hazards and vehicles live for the whole squad. Everyone who joins takes a place under their callsign and role, so you see whose mark is whose. The plan can be saved as an image.

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