PG-01
1v1 Duels
Small, focused maps built for short head-to-head rounds and precision movement courses.
- Capacity
- 24 players
- Typical
- 2 players
Arena guide
PG-01
Small, focused maps built for short head-to-head rounds and precision movement courses.
PG-02
A compact team arena for quick team rounds and movement courses that reward clean routes.
PG-03
The standard team map. Room for a full lineup, sightlines and a proper mid-round fight.
PG-04
The same team footprint with more going on — hazards, collapses and constant pressure.
PG-05
The largest team map. Built for full-hallway fights and long, loud rounds.
PG-06
No fixed sides. Everyone is the opponent, the arena is open and the pressure never lets up.
This is a guide, not a schedule. Any game can be queued in the lobby and will run wherever there is room, so treat these pairings as recommendations rather than guarantees.
PG-01
Typical 2 · capacity 24
Duel-scale movement and elimination rounds where the map does the work.
PG-02
Typical 4 · capacity 24
Small-team combat and speed rounds that resolve fast.
PG-03
Typical 10 · capacity 24
Structured team combat, bows and coordination-based party modes.
PG-04
Typical 10 · capacity 24
High-intensity rounds where the arena itself takes part in the fight.
PG-05
Typical 20 · capacity 24
Big-team combat, long party rounds and anything that needs the most bodies.
PG-06
Typical 12 · capacity 24
Every-player-for-themselves modes, bomb passes and free-for-all fights.