▶ JOGAR
10 arenas · rounds and CTF

Maps

10 playable arenas. 2 open in rounds and 8 open in Capture the Flag - but none of them locks the mode: you can play any map in any mode from the menu before the match.

Aerial view of the Three Powers Plaza arena

Three Powers Plaza

4v4·Rounds·1:39 per round·praca_poderes

The main arena: a fictional Brasília with a giant cracked voting machine in the middle.

A reinterpretation of CS 1.6’s praca_poderes, Brasília edition. Two tall platforms face each other, and mid is dominated by a giant cracked electronic voting machine that works as central cover. Around it: a boteco, a pastel stand, a protest camp and the silhouette of Congress on the horizon. This is the map where the AWP rules - long angles, short cover, and nowhere truly safe.

Aerial view of the Fight Pool arena

Fight Pool

4v4·Rounds·1:39 per round·piscina_treta

Indoor hall with a pool in the middle - the Brazilian piscina_treta.

Indoor arena, no sky, with the sunken pool splitting the map into two levels. Close, vertical combat: whoever controls the edge controls the round. It’s where the shotgun and the SMGs finally beat the AWP.

Aerial view of the H Store (Parking Lot) arena

H Store (Parking Lot)

4v4·CTF·4 flags·loja_h

Megastore parking lot with a statue, shopping carts and cars re-drawn every match.

Asphalt and concrete, with rows of cars that CHANGE every match (the selection is seeded at random), so cover is never the same twice. Opens in Capture the Flag because the geometry was designed around the flags - but you can switch to rounds in the menu.

Aerial view of the Zé’s Junkyard arena

Zé’s Junkyard

4v4·CTF·4 flags·ferro_velho

A junkyard at sunset, with the stacked-car canyon of the WEST ALLEY.

Piles of cars form real walls. The west flank is the WEST ALLEY: a straight canyon of double car walls, with two side exits into the core and a hanging sign at the south mouth. Low, warm light, long shadows. Four flags, all reachable from both spawns.

Aerial view of the Quebrada (Baile Street) arena

Quebrada (Baile Street)

4v4·CTF·4 flags·quebrada

A long straight outskirts street, with the baile rotunda at one end and the dirt pitch at the other.

The newest map, and the only one that’s a STREET: asphalt down the axis, sidewalk on both sides, shacks and quebrada shops around - adega, açaí, ice cream parlor, diner, furniture. At one end the baile square, with tuned cars and a paredão of speakers; at the other, the dirt pitch. In between: a parked bus with a bus stop, a bar with plastic chairs on the sidewalk and barricades. The two back alleys aren’t decoration - they’re the alternate route that keeps the street from becoming a sniper corridor. Four flags: dirt pitch, corner bar, bus stop and baile square.

Aerial view of the Morro Stairway arena

Morro Stairway

4v4·CTF·4 flags·escadao

A hillside community split by a monumental tiled stairway, with an armored police truck on the central landing.

Pure vertical combat: one team starts on the street below and the other at the lookout above. Three stair flights, barricaded landings and two back alleys create distinct elevation bands and flank routes without exposing the whole climb at once.

Aerial view of the Hillside Football Pitch arena

Hillside Football Pitch

4v4·CTF·4 flags·campomorro

A dirt football pitch at the heart of a community, where every alley converges.

One team starts near the exposed pitch and the other by the protected funk-party warehouse. Four descending alleys reach different edges of the field; goals, broken fencing, a container and concrete bleachers turn the center into both the reward and the danger.

Aerial view of the Rooftops Community arena

Rooftops Community

4v4·CTF·4 flags·lajes

A two-layer community: rooftops above, alleys below, and four contested stairways between them.

The rooftop team gains sightlines but stays exposed; the alley team gains cover but loses information. Water tanks and parapets shape the upper layer, while cars, dumpsters and motorcycles break up the alleys. A taller central building becomes the map’s sniper position.

Aerial view of the São Paulo Creek arena

São Paulo Creek

4v4·CTF·4 flags·corrego

Two stilt-house banks divided by polluted water and three very different crossings.

Wet wood, corrugated metal and São Paulo pixação define a crossing-focused map. Each bank has its own route through homes, trash, motorcycles and stalls; crossing early shortens the attack but exposes the player from the side beneath a grey, smoggy skyline.

Aerial view of the Joá Mansion arena

Joá Mansion

4v4·CTF·4 flags·mansao

A modernist mansion between a tropical garden and an infinity pool, with a playable interior and mezzanine.

Attackers enter through the gate and move across a geometric garden into the garage, hall, living room and kitchen. Defenders hold the ocean deck and pool. A real stair reaches the 4.5 m mezzanine, while screens, furniture and landscaping divide sightlines without reducing the house to corridors.

Rounds or CTF

▶ Enter the arena