Maps
Salvo has 20 multiplayer maps in three sizes. Every multiplayer map is point-symmetric, so neither team starts with an advantage. Each map is also used for Zombies. The open-world Outbreak mode has its own world.
All maps
| Map | Size | Play area | Setting |
|---|---|---|---|
| Ashfall | Large | 110 × 100 m | A war-torn desert town at golden hour. Fight over the downed helicopter in the market square, hold the town hall roof or flank through the back alleys. |
| Timberline | Large | 110 × 100 m | A logging village in a pine valley. Fight through the open sawmill, wade the creek or hold the store balcony and the ranger lookout. |
| Coldfront | Large | 110 × 100 m | An arctic radar station. Fight round the cargo plane in the hangar, hold a radar deck or the control tower windows. |
| Bastion | Medium | 80 × 80 m | A sandstone castle in summer. Take the ramparts, storm the keep or slip in through a sally port. |
| Bedrock | Medium | 90 × 66 m | A granite quarry pit. Take the terraces over the haul-road cut, or flank past the site offices and the crusher sheds. |
| Crosstown | Medium | 92 × 64 m | A downtown block at dusk. Hold the hotel windows over Main Street or slip through the back alleys. |
| Dunehold | Medium | 76 × 76 m | A sun-bleached desert compound. Hold the terraces above the plaza or push through the market. |
| Foundry | Medium | 92 × 64 m | An industrial yard at golden hour. Contest the warehouse mezzanines or flank through the container yards. |
| Gravewood | Medium | 76 × 64 m | A walled cemetery at midnight. Hold the chapel lofts, the ossuary terraces or the crypts in the fog. |
| Overpass | Medium | 92 × 64 m | A truck stop between two freeway decks. Hold the exposed decks, fight through the shaded underpasses or rush the fuel canopy. |
| Railhead | Medium | 96 × 64 m | A refinery rail yard. Snipe down the freight trains on the flanks or brawl through the tank farm around the heater. |
| Terminus | Medium | 84 × 72 m | A two-hall railway station. Fight under the footbridge, hold the galleries or run the rails. |
| Assembly | Small | 46 × 30 m | A factory floor of conveyor lines, robot arms and catwalks. Fight across the line or hold the mezzanine. |
| Backlot | Small | 39 × 33 m | The service yard behind a row of shops on a grey morning. Dumpsters, crates and a fire escape on each side. |
| Keep | Small | 38 × 34 m | A castle bailey at dusk. Walkways above, a catapult and a market cross below. |
| Lockbox | Small | 40 × 40 m | A floodlit container impound at night. Nine boxes and two perches. |
| Outpost | Small | 50 × 38 m | A fortified camp in a forest clearing. Hold the watchtower, flank through the cabin, or ambush from the rocks. |
| Shipyard | Small | 46 × 30 m | A tight container yard. Fast lanes, hard corners and a perch on each side. |
| Stockpile | Small | 36 × 36 m | A high-bay warehouse hall. Tight aisles between pallet racks and a catwalk ring over the packing floor. |
| Whiteout | Small | 38 × 38 m | A snowed-in mountain relay outpost. Fight round the campfire, the supply stacks and the radio hut roofs. |
Which maps each mode plays
Each room rotates through its own list of maps. These are the standard rotations:
| Mode | Maps |
|---|---|
| Team Deathmatch | Shipyard, Foundry, Crosstown, Outpost, Railhead, Dunehold, Bedrock, Assembly, Overpass, Terminus, Bastion, Gravewood, Ashfall, Timberline, Coldfront |
| Hardcore TDM | Every medium map |
| Free For All | Outpost, Crosstown, Shipyard, Bedrock, Assembly, Overpass, Dunehold, Railhead, Foundry, Gravewood, Terminus, Bastion |
| Kill Confirmed | Every medium map |
| Gun Game | Every small and medium map |
| Infection | Shipyard, Crosstown, Outpost, Gravewood, Backlot, Lockbox, Bastion |
| Last Life | Outpost, Crosstown, Shipyard, Bedrock, Foundry, Dunehold, Terminus |
| Zombies | Every map |
The three large maps are only in the Team Deathmatch rotation.
Rotations can change on the live servers, so a room may offer a slightly different list.
Map vote
Between matches, the room's lobby votes on the next map.
- You get two maps picked at random from the room's rotation, plus Random. The map you just played is never offered, and Random never picks it.
- Each player has one vote and can change it until the match starts loading.
- The option with the most votes wins. A tie is broken at random. If nobody votes, the first option wins.
- If the rotation has only one other map, there's no vote and that map is next.
Each option shows a 3D picture of the map. See Getting Started for the rest of the lobby.
Zombies look
In Zombies, every map is shown as the invasion left it: a dusk sky, thick fog, wreckage, fires and blood on the floors. It's scenery only and doesn't block you.
Firing Range
The Firing Range is a separate practice map that only appears in your private range. See Weapons.