
Blocks
Key Location: Blocks
During matches of Clash or Supremacy, Blocks contains one of the map’s three Power Ammo spawn points. In Control, this location contains Capture Point A.
Blocks typically serves as one of the map’s team starting areas. It’s a relatively large space with some decent cover options, making it one of the better settings for mid-range gun battles.
This location plays an important role in all Quickplay matches. In Clash or Supremacy, Blocks contains a Power Ammo spawn point. During games of Control, it holds Capture Point A.
Portal
Key Location: Portal
During games of Control, Portal serves as one of the map’s two Power Ammo spawn points.
Due to its size and placement, Portal is typically used more as cover than as a flanking route. It offers a nice line of sight into Shrine, but the surrounding walls make it difficult to avoid incoming splash damage.
During Control matches, this location contains one of the map’s Power Ammo spawns.
Shrine
Key Location: Shrine
In games of Clash or Supremacy, Shrine serves as one of the map’s three Power Ammo spawn points. In Control, this location holds Capture Point B.
While the location includes some flat ground, Shrine’s defining feature is its central platform. Due to its height, this circular altar obstructs what would otherwise be one of the map’s best sniping lanes. Of course, this makes the platform itself a dangerous place to linger. The surrounding objects offer minimal cover, and the extra height serves to put posted Guardians on full display.
Shrine plays a key role in all Quickplay match types, making it a hotly contested location in virtually any game.
Mid
Placed at the center of Endless Vale, Mid is a widely used intersection and the closest thing the map has to a chokepoint. While it offers a clear path between Blocks and Gulch, cover is rarely more than a step or two away. It’s a good spot for short-range combat, and the tightly clustered cover options make a quick run through Mid one of the better ways to disrupt incoming team-fire.
Drain
Connecting Mid to Temple, Drain adds a level change to what would otherwise be a simple hallway. This quick transition is a great way to break line of sight, but using it can leave you vulnerable to whatever’s waiting on the other side.
Temple
Temple is a fairly large interior space with some nice cover options around its perimeter. The raised ceiling allows for a fair amount of vertical movement, and multiple points of entry support flanking maneuvers or quick escapes. This location also offers excellent lines of sight into Blocks and Gulch.
Gulch
Key Location: Gulch
During games of Clash or Supremacy, Gulch contains one of the map’s three Power Ammo spawn points. In Control, it holds Capture Point C.
Despite some minor variations and a wildly different aesthetic, Gulch is essentially a mirror image of Blocks. It’s roughly the same size as its counterpart, it shares a similar layout, and it generally serves as a team starting area. Here, a good mid-range weapon is likely to be your best bet; however, those who favor long-range rifles should find some potentially useful vantage points.
Like Blocks, Gulch plays an important role in all Quickplay matches. In Clash or Supremacy, Gulch features a Power Ammo spawn point. During games of Control, it contains Capture Point C.
Bend
Key Location: Bend
During games of Control, Bend serves as one of the map’s two Power Ammo spawn points.
In contrast to the sharp angles of Portal, Bend features a gentle curving path. It’s a decent place to break line of sight during hectic firefights, and it offers a semi-protected view into Shrine. Like its counterpart across the map, Bend also serves as a Power Ammo spawn point during Control matches.