WARDOGS ships four playable battlegrounds and a fifth that is listed but not yet playable. Each world spans roughly 16 km across, but you never fight over all of it. The match happens inside a single play-area circle drawn from a short rotation, with the live objective a small ring at its centre. Knowing which circles a world uses, and where they sit, is the difference between arriving at the fight and driving to empty ground.
Quick answer: WARDOGS has three King of the Hill worlds — Bakurani, Ozeti and Zestafona — plus one Sniper Showdown map, Bakurani Outskirts – Jutari. Every match plays inside one 500 m play-area circle (550 m on Ozeti, 350 m on the Sniper map) selected from that world’s rotation, and the objective itself is only an 85 m ring at the circle’s centre.
The WARDOGS map roster
| Map | World | Mode | Ground |
|---|---|---|---|
| Bakurani | Kavkazi | KOTH | River valley, factory flats, forested ridges |
| Ozeti | Europe | KOTH | Wooded river basin, hill town, stadium, farmland |
| Zestafona | North America | KOTH | Open high country, river-bend town, warehouse districts |
| Bakurani Outskirts – Jutari | Kavkazi | Sniper Showdown | Single central play area |
| Saburtulo | Russia | KOTH | Listed, not yet playable |
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Add to Google Preferences →How the play area works: one circle, not the whole world
A WARDOGS world measures about 16 km edge to edge, but the fighting is confined to a play area with a 500 m radius on most maps. That circle is picked from a small rotation of defined areas, so the same world can send you to the town one match and the industrial flats the next. Everything outside the circle is travel, not combat.
Inside the circle, the live objective is a much smaller ring, 85 m in radius on the King of the Hill maps and 75 m on the Sniper Showdown map. Three factions of 33 players — Lonestar, Valkyra and Manticore — contest it, and the team with the most bodies inside scores. The Hot Zone is a smaller area that roams within the objective, where players count double toward the score and earn double cash, which drags the fight to one corner at a time.
Not every defined area is live. Some worlds carry an area that is defined but never comes up in the rotation, and a few areas are weighted to come up more often than others. The tables below mark which is which for each world.
Bakurani (Kavkazi)
Bakurani is a river valley in the Eastern European mountains, with a factory district on the valley floor and forested ridges climbing steeply on both sides. The valley road is the only sustained flat route across the map, which is why the high ground on either side decides most engagements. Its play area has a 500 m radius and an 85 m objective ring, and the rotation is tight — the two furthest circles sit just 285 m apart, so fights stay concentrated on the town and the flats. All three defined areas are in the rotation, but the Default circle is picked twice as often as the other two.
| Area | Position | In rotation |
|---|---|---|
| Default | South-west of the middle | Yes (picked most often) |
| Farmland | North of the middle | Yes |
| Lumberyard | South-east of the middle | Yes |

Ozeti (Europe)
Ozeti moves the war to Western Europe, built around a hill town in a wooded river basin. Low buildings string along one road, a walled football stadium anchors one end, a church looks down from the high ground, and orchard, dry-field parcels and scattered pine fill the ground between. The river cuts across the south. Cover is thick once you are inside the town and close to absent on the open approaches, so getting in is the hard part. Ozeti uses the largest play-area circle at 550 m and keeps an 85 m objective ring, and its rotation is the most spread of the King of the Hill maps, with the two furthest circles 693 m apart. Four areas are defined, but one is left out of the rotation.
| Area | Position | In rotation |
|---|---|---|
| Default | East of the middle | Yes |
| Church | East of the middle | Yes |
| River | North-west of the middle | Yes |
| Farmland | West of the middle | No |

Zestafona (North America)
Zestafona is the North American battleground and the most open of the three. A town sits on a winding river bend, ringed by irrigated farmland parcels, industrial warehouse districts of brick warehouses, offices and train sheds, and dense woodland. Cover is agricultural and man-made rather than natural, which leaves the approaches long and exposed. The play area runs a 500 m radius with an 85 m objective ring, and the two furthest circles in the rotation are 531 m apart. Four areas are defined; three rotate and the fourth stays out.
| Area | Position | In rotation |
|---|---|---|
| Default | East of the middle | Yes |
| Water Treatment | North of the middle | Yes |
| Houses | South-west of the middle | Yes |
| Small Factory | South-east of the middle | No |

Bakurani Outskirts – Jutari: the Sniper Showdown map
Bakurani Outskirts – Jutari is the one map that does not run King of the Hill. It hosts Sniper Showdown and sits on the Kavkazi world, with a single play area locked to the centre of the map. That circle is smaller than the standard battlegrounds at a 350 m radius, and the objective ring inside it is 75 m. There are no named ground regions here, so the whole match plays out on one compact patch of terrain.

Saburtulo: listed but not yet playable
Saburtulo shows up in the map list as a King of the Hill map set in Russia, but you cannot load into it. There is no play area, no objective and no ground to learn yet.
The takeaway across every world is the same. A WARDOGS map is not a 16 km arena, it is a 16 km commute wrapped around a few hundred metres that matter. Learn which circles your world rotates through, note the ones that never come up, and plan your route to the objective ring rather than the map’s edges. That is where the match is won.




