Fifteen new maps, three new weapons, seven ways to get around a map that did not exist before, a game mode that climbs a weapon ladder, and an opponent worth practising against.
ARC LANCE, a laser rifle: every shot is instant and dead straight, loses nothing over distance, and draws a beam from the muzzle to whatever it hits
The Arc Lance works as you use it - the core runs forward and the emitter claw snaps open as it fires, and the heat sink on top lifts and shuts when the cell is changed
BLADE LAUNCHER, which fires a saw blade that ricochets off two surfaces and sticks into the third, where it stays as a ledge you can stand on and climb
The blade you can see in the launcher's slot is the shot you have: it leaves when you fire, and the next one slides in from the back of the slot
MK17, a three round burst rifle for the range band between the AS VAL and the M200
Burst fire as a fire mode: one press commits the whole burst even if you let go of the trigger
A new weapon pad on every map: an octagonal gunmetal pad with a glowing green channel, and the weapon turning above it
Ladders you climb by pushing into them, climb down by pulling away, hold still on, and jump off with a kick back from the wall
Bounce pads that throw you straight up, or across the map onto high ground
Conveyor belts that carry you along at a steady speed, and escalators that carry you up onto high ground while you walk or shoot
Teleporter pads in glowing pairs: step on one and come out of the other, still moving as fast as you went in and facing the way its arrow points
Going through a teleporter washes the screen in that pair's colour as you arrive
Moving platforms: lifts that carry you up and ferries that carry you across, on a timetable that restarts every round
Updraft vents: a column of rising air over a floor grate that throws you higher than it reaches, and you steer yourself out of it
Ziplines: catch a cable and ride it down to its far post, where you let go still travelling; jump to let go early and keep the speed
VANTAGE, one long axis with an elevated nest at each end and a contested deck in the middle
BASIN, where the high ground is the rim and the best weapon waits at the bottom of an open bowl
LATTICE, walls with firing slits you can see and shoot through but never walk through
PINWHEEL, a 2v2 map turned rather than mirrored, so no straight line crosses it and every route bends
UPDRAFT, no stairs anywhere: every deck and the summit are reached by ladders and bounce pads
BASTION, a 2v2 siege map of two forts with ramparts, battlements, corner towers and a keep in the middle
DUNES, stepped sand and no walls, where each dune is walked up one side and drops as a cliff on the other
MANOR, a roofless house of rooms, doorways and windows you can climb through, around a courtyard
FOUNDRY, lifts and ladders onto a central crucible, with corner pads that throw you higher still
SKYWAY, two team decks over an open gap, a ferry each, and attack pads that throw you across
TERMINAL, a hub and four decks joined by four ferries on a rotating timetable
FREIGHT, a sorting floor where the ground carries you: a loop of belts round a central deck, and an escalator up to each team's catwalk
RELAY, where the shortest way anywhere is through a teleporter pair
THERMAL, a foundry floor with vents in it: four throw you onto the stack in the middle, two onto the wall galleries
HIGHLINE, two towers joined to the island in the middle, and to the far corners of the floor, by four wires
Twenty-five maps in all, every one of them checked for fairness: mirrored or rotated spawns, matched weapon pads, and no route one side gets and the other does not
LADDER: winning a round climbs you to the next weapon, and taking a round on the last rung wins the match
The ladder is built from the weapons ticked in Match Options, so unticking one takes it out of the climb
OVERTIME: once a round has been live for 45 seconds, both sides are shown where the other is standing every 10 seconds, with a marker and a distance
Reloading in LADDER, on the reload key or by pulling the trigger on an empty magazine
A map picker in the lobby with a card for every map, drawn from above with its spawns, weapon pads, ladders, pads, platforms, belts, teleporters, vents and wires
The host can pick several maps, and every round then plays one of them at random, never the same map twice in a row
Difficulty: Easy, Normal or Hard, set in the lobby
It engages at the range that suits the weapon it is holding, repositions toward where it last saw you, and retreats behind cover when it is hurt
It uses ladders, bounce pads and navigation meshes to follow you onto high ground, and steps around pads and vents that would carry it off the floor it chose
It reloads under LADDER instead of being refilled, so both sides live with the same magazine
It hunts the spot each overtime pulse reveals
Kill feed on every screen with the weapon that made the kill, a headshot badge, and out-of-bounds deaths
Round result cards from your own side, and a post-match summary of rounds, kills, deaths, headshots, damage, accuracy, medals and XP
A damage direction indicator on the crosshair ring, and a round lost card that shows how much health the winner had left
A third person camera over your right shoulder, which pulls in when you back into a wall
Options for crosshair colour, kill feed, hitmarker sound and camera, shared between the main menu and the pause menu
Every weapon is held at the character's own hold point in third person and points exactly where you aim
Pistols and revolvers are held by the handle inside the fist, rifles are gripped with the left hand on the handguard, and the DUEL GLOCKS are one in each hand with both arms up
The blade launcher and the Arc Lance are held with one hand on the grip and one on the handguard, in your sight line but out of your eyeline
Each DUEL GLOCKS pistol kicks on its own, with the hand holding it, and the view kicks toward the gun that fired
The MODEL 870 loads one shell at a time in LADDER and can fire part way through a reload
Every high point on every map can be reached by a ladder or a pad as well as by whatever machine serves it, so nothing is closed off if you miss the lift
A player a platform only clips at the edge is moved clear of it instead of being killed
Roundbot holds high ground and narrow catwalks in a fight instead of backing off the edge or hopping off the end
Roundbot steps around teleporter pads, bounce pads and vents mid-fight instead of onto them
In LADDER a side that survives a round keeps the health it survived on, so climbing a rung costs something
A player who loses a round still respawns on full health, so losing never costs the match twice
The ladder runs eight rungs from the 1911 to the M200
One colour palette across the main menu, lobby, pause menu and HUD
The lobby splits into MATCH SETTINGS and PLAYERS, shows the mode's description, and lets the host change rounds without opening Match Options
The map picker stays open while maps are picked, marks each one, and says how many are in the rotation
Options are one shared list grouped into Audio, View and Aim, and Interface
The MK17 was held sideways with its barrel pointing at the sky, stood on its muzzle on every weapon pad, and read PICK UP AS VAL when dropped
A thrown MK17 picked back up as an AS VAL
The MK17's muzzle flash, tracers and shell ejection came out below the barrel
DUEL GLOCKS tracers started beside the right gun whichever gun fired, and both guns recoiled on every shot
In LADDER an empty magazine left you unarmed for the rest of the round
On the grenade rung you got one grenade a round while Roundbot was handed a new one every 2.5 seconds
Surfaces that flickered where two pieces shared a face, on thirteen maps
Trash cans standing half inside crates, and wall lights, vents and an air conditioning unit buried in walls and roofs
On PILLARS you could wedge yourself in the corner between a plinth and a pillar
Standing under a lift as it came down held you inside it and then threw you sideways at enormous speed
Roundbot could end a bounce pad route in mid-air and sail off the top it was aiming for
In a small game window the map picker wrapped its cards into a fourth row and hid the last three maps
The open map list covered the player list and the ready buttons, and RANDOM sat half hidden under the selector
The main menu's option styles never applied at all, because one stylesheet block was never closed
Medal toasts ran the medal's name straight into MEDAL EARNED
A player could teleport another player, turn their aim, force a map change, make them drop or fire their weapon, or pull the pin on their grenade
Fake hitmarkers, kill banners, blood, explosions, tracers and corpse shoves could be sent to another player's screen
A wrong lobby password bought three more guesses by reconnecting, and a password ban was never lifted
A lobby now ends when its host leaves, instead of carrying on with no scores and an empty roster
A full lobby refuses a joiner at the door instead of letting them in and removing them
A search that was cancelled, that failed, or that finished while you were leaving no longer drops you into a lobby you backed out of
The claymore and the HE grenade are no longer rungs on the LADDER climb - both are still in the weapon rotation and on the pads
Medals are no longer awarded in AI practice matches, so the collection cannot be filled against a bot
The Arc Lance, the vents and the ziplines have been played on one machine only; a joiner sees another player's ride as movement over the network
Roundbot takes neither a vent nor a zipline - it climbs the ladders instead, which every map provides
The blade launcher's blade is wider than the gun, so it slides in from the back of the slot rather than the back of the receiver