Ashgrove
Country estate house on a walled plot at dusk. Library and dining hold the ground, the wine cellar and archive sit below, and the roof is the attacker's high ground - reached from the yard, not the stairs.
Game Info
Every location in Breach Protocol — the live rotation you queue into today, and the vault: maps that are built, playable in the editor's own tooling, and held back until they pass their gates.
Maps you can be matched onto right now. A map reaches rotation only after it passes its structural gates — every room reachable from every spawn, no sealed floor, no opening that lands on a wall junction.
Country estate house on a walled plot at dusk. Library and dining hold the ground, the wine cellar and archive sit below, and the roof is the attacker's high ground - reached from the yard, not the stairs.
Downtown bank on a plaza. Hold the Open Area tellers, the upstairs CEO office, or the reinforced ground-floor vault.
Coastal bathhouse and spa hotel on a sea wall, off-season. A double-height glazed bathing hall with terraced pools is ringed by a first-floor gallery, the plant basement stands in walkable water, and the lead roof is taken from the promenade by way of an open sea balcony.
Downtown traffic-control block. A double-height permit hall carried through two storeys and ringed by a public gallery, a sub-level cable vault reached from a street areaway, and a roof taken by fire escape.
Grain-belt family farm at golden hour. Farmhouse, mudroom link and red barn under one roofline - kitchen, bedrooms and a storm cellar over hay yards and a stock pond.
Derelict ceramics works under flat overcast. A double-height kiln hall with a mezzanine catwalk over it - the roof is sealed, so the drop-in is one-way and the two flank stair cores are the only way back up.
Disused hillside funicular station cut into a north-facing slope. Three storeys meet the ground on three different levels - the platform hall and its incline at the bottom, the goods bench and parcels office at mid height, the winding house and its catwalk at the top - and the plant deck over all of it is reached from outside on both flanks.
A market town's market house: an open market floor in a cross plan under the town's assembly room, with cold cellars beneath, a clock tower on the square and a lead-flat terrace over the cart yard. Its three bomb pairs are stacked one directly over another and joined by an ice chute and a roof hatch.
A civic art museum on a banner-hung forecourt. A 203 m2 great gallery and a rotunda hold the shown collection, an enfilade of picture cabinets hangs off the long gallery above, and the stored collection sits in a vault below — three bomb pairs spread across the plan, not stacked, joined by two breachable floors and a roof terrace over the crate dock.
Whitewashed geothermal plant on a Greek volcanic island. Control rooms, seismo labs and the turbine core under a blazing Aegean sky - live lava channels deny the east approach.
A city newspaper printworks: a brick works floor around a 120 m2 machine hall, an editorial floor of composing rooms above it, and a paper cellar under both. Its three bomb pairs are stacked one over another and two soft floors cut straight through them.
Hill-country customs station in low arid sun. Four stone ranges wrap an open courtyard - an arcaded cloister at grade, a loggia gallery over it, a cistern undercroft on one flank and a watchtower on the other.
Abandoned frontier town at dusk. The derelict Grand Hotel stacks a saloon, guest suites and a gold vault cellar over a dusty main street.
Old-growth forest on a hillside at low sun. A dry stream bed cuts the wood from the ridge to the fen, a forestry track crosses it, and the fight is over two clearings: the sunken Hollow inside its ring of standing stones, and the Deadfall log-jam under the burnt snags. No walls, no roofs — cover is boulders, root plates and fallen trunks.
Derelict grain elevator and flour mill. A two-storey mill block and a boiler house wrap an open silo bay with three 20 m storage drums down its spine; the head house on the garner bins holds the Forge. Twelve debris gates, three stair cores and a catwalk across the bay make one continuous three-storey training circuit.
Built, named, and withheld. A map goes to the vault when it fails a gate the player would eventually feel — a basement that cannot be walked to, a bomb site no attacker can reach. Vaulted maps come back rebuilt, not patched; several already have.
A derelict four-storey asylum. Hold the lobby, then fight room to room through wards and seclusion cells. Outbreak only.
A crashed airliner broken apart in a burning forest clearing. Hold the survivor camp in the mid fuselage as the horde climbs in off the wreck, push the cockpit and tail for guns and the Forge, and reach the tail-cone for power. Outbreak only.
Marble bank tower on a city plaza - vault lobby, trading floor and executive suite stacked three high.
Alpine ski lodge. A fireplace great room, bar and master bedroom stacked over a frozen lake and snowy pines.
A drowned village rotting in a moonlit bayou. Wade the flooded high street between boarded cottages, buy through the swamp-side interiors, and clear the lighthouse keeper's door to throw the power. Outbreak only.
Three-story farmhouse rules the fields - kitchen, bedrooms and attic stacked over corn and barn country.
Grand Russian cafe. Ornate dining, bar and upstairs lounges with fireplaces, on a snowy lamp-lit street.
Open safari valley. Lodge, ranger station and outpost around a watering hole. Long sightlines, sparse cover.
A county morgue and funeral home at midnight. Hold the candlelit chapel, buy through the cold-storage drawers and embalming rooms, and bring the crematory furnace online for power. Outbreak only.
Rural survivalist compound. A timber lodge of dining halls and dorms with a watchtower flank in a fenced dirt yard.
A buried arctic research station. Hold the mess hall, fight through the labs and dorms to the reactor for power, all in a blizzard whiteout. Outbreak only.
A shelled state capitol. An octagonal rotunda under a verdigris dome holds the middle of the plan; four radial halls run off it to two legislative chambers, a records vault in the crypt below, and four corner stair blocks - and the only way from the cellar to the gallery floor crosses the rotunda twice.
An abandoned underground metro station. Hold the concourse, fight room to room as the horde climbs up off the track beds, and reach the deep substation for power. Outbreak only.
Beachfront cove. Resort and boathouse face off across a lagoon - the pier crossing decides the round.
Futuristic energy test-site. One three-level research annex - showroom, labs and the reactor vault below - ringed by a capacitor yard.
Playable is not the same as passing. A map can look finished, render correctly and still bake a floor as an unreachable island — so the objective sits in a room the round can never reach. Those maps are pulled, rebuilt on the current map pipeline, and re-measured before they return.