Ranking ARC Raiders’ Old Maps: What to Keep, What to Rework, and Why
Community-ranked ARC Raiders map fixes: what to keep, what to rework, plus spawn and sightline fixes to future-proof the old five for 2026.
Keep ARC Raiders’ best maps — but don't let the rest rot. A community guide to ranking, reworking, and future-proofing the old five for 2026
If you've ever queued into ARC Raiders only to get spawn-camped, elbowed out of a flank by a hundred-meter sniper sightline, or felt a map simply doesn't fit the new weapon or mobility meta, you're not alone. With Embark Studios teasing multiple new maps in 2026, the real challenge isn't only adding fresh battlegrounds — it's ensuring the current map pool stays playable, competitive, and relevant. This article ranks the existing maps, recommends targeted map rework actions (spawn tweaks, sightline edits, objective moves), and lays out a practical community-driven roadmap to keep the old five alive alongside the new arrivals.
"There are going to be multiple maps coming this year, across a spectrum of size... some may be smaller than any currently in the game, while others may be even grander than what we've got now." — Virgil Watkins, Design Lead (Embark), GamesRadar interview, late 2025
TL;DR — Ranking & immediate priorities
- 1. Stella Montis — Keep with minor reworks. Iconic verticality and tight corridors; add sightline blockers and adjust a few spawn locations.
- 2. Buried City — Rework (medium). Great for mid-range fights but suffers from recurring spawn flips and long sightlines; add more flanks and redistribute cover.
- 3. Blue Gate — Keep but tighten spawns. Balanced for objective play but vulnerable to power positions; enforce spawn safety and reduce long sightlines near Main Gate.
- 4. Spaceport — Major rework. Too large and empty in places for 2026's move toward varied map sizes; needs tighter hubs, additional vertical cover, and rethought objectives.
- 5. Dam Battlegrounds — Rework for longevity. Fun open firefights but favors snipers and camping; introduce destructible cover routes and spread objectives to reduce choke reliance.
Why map ranking matters in 2026
Late 2025 saw Embark confirm a 2026 roadmap that includes both smaller and grander maps. That shift changes expectations for every existing map. Players now expect:
- Flexible pacing: quick skirmish-ready layouts for smaller maps, and layered verticality for larger maps.
- Balanced sightlines: less one-shot sniping dominance, more mid-combat decisions.
- Longevity strategies: seasonal tweaks and telemetry-led updates rather than full replacements.
Given those trends, treating the current five as modular assets — not locked levels — will keep ARC Raiders fresh without alienating veteran players.
Ranking breakdown & actionable reworks (detailed)
1. Stella Montis — Keep with minor reworks
Why it ranks highly: Stella Montis is a fan favorite because of its maze-like vertical hubs, predictable rotation loops, and high-risk/high-reward lanes. It's a player-familiar playground that supports both close-quarters and long-range engagements.
Core issues to address:
- Occasional spawn proximity to objective spawns creating immediate deaths after spawn.
- Long uninterrupted sightlines from Observation Decks into central atrium that favor preset sniper loadouts.
Actionable reworks:
- Spawn point buffer: Move primary spawn clusters 8–12 meters back from high-traffic chokepoints and add two small interior corridors to increase initial escape options. Implement a 1.5-second soft invulnerability on respawn plus a 2-second slowdown if moving directly toward an enemy-occupied objective for safety without promoting camping.
- Sightline blockers: Add mid-height planters and angled glass panels in the Observation- Atrium axis. These reduce sniper lines from ~80m to ~45–55m effective range, keeping marksmen effective but not dominant.
- Rotation shortcuts: Introduce one new flank at each team’s lower level that uses low ceilings and tighter corridors — favors SMG/shotgun play and maintains verticality balance.
Expected outcome: Faster early-game survivability, reduced spawn-snipe complaints, greater weapon diversity in the meta.
2. Buried City — Rework (medium)
Why it ranks second: Buried City shines with its layered ruins and destructible cover. It supports varied tactics but has recurring balance pain points that emerge after weapon or movement meta shifts.
Core issues:
- Spawn flip: team spawns can end up too close to each other after objective shifts, producing immediate clashes with little room to breathe.
- Unbalanced long corridors: certain central lanes become choke points dominated by long-range weaponry.
Actionable reworks:
- Spawn rotation logic: Add an algorithmic spawn buffer tied to objective state; when objectives flip, spawn points that would fall within a 20m proximity to enemies are temporarily disabled and replaced with a nearer-but-safer alternative spawn.
- Mid-lane micro-cover: Scatter three low-profile crates and two half-walls along the main corridor to break up 100m sightlines. Design them destructible but with short rebuild timers to keep flow dynamic.
- Secondary objectives: Add a lightweight side objective that spawns periodically on the outskirts to incentivize players to split-lane rather than collapse the center lane constantly.
Expected outcome: Better spawn safety, fewer stalemates in the center, and more transient skirmish points that keep matches dynamic.
3. Blue Gate — Keep but tighten spawns
Why it ranks third: Blue Gate is balanced around objective play and useful for ranked rotations. Its chief strength is readable lanes and symmetrical objectives.
Core issues:
- Power positions near Main Gate give defenders an upper hand.
- Spawn pinch points on defence pushes can allow easy camping.
Actionable reworks:
- Defender repositioning: Add two interior sightline blockers at the Main Gate overlooks (pillars or angled walls). This narrows the effective engagement window and makes pushes more tactical.
- Distributed spawn clusters: Split each spawn into two micro-clusters 12–14m apart so teams don’t all funnel out of a single door. This reduces grenade/area-denial burst effectiveness and improves post-respawn decision-making.
- Visual telemetry markers: For Post-Launch PTS sessions, embed optional heatmap toggles so the community can see where players die most often on Blue Gate — accelerating community feedback cycles. For tooling and triage patterns, teams often pair these feedback flows with lightweight submission triage systems such as automated nomination triage to prioritize fixes.
Expected outcome: Less camping at Main Gate, more meaningful coordinated pushes, and faster iteration driven by shared data.
4. Spaceport — Major rework
Why it's down the list: Spaceport can feel too big or empty depending on matchmaking — a problem amplified by 2026’s push to diversify map sizes. Without denser combat nodes, matches can stall or devolve into long-range duels.
Core issues:
- Sparse combat hubs with long traverse times between key objectives.
- Overexposed platform edges that allow extreme-range picks.
Actionable reworks:
- Introduce mid-hubs: Add two medium-sized hangars and one cramped cargo elevator shaft to create contested micro-hubs. These hubs should favor different playstyles: one for vertical mobility, one for mid-range cover, and one for close-quarters combat.
- Edge railings & angled shipping containers: Place angled container stacks along platform edges to reduce sniper effectiveness while preserving risky high-ground play.
- Dynamic shuttle event: Introduce a periodic shuttle that lands and briefly changes objective locations. This keeps rotations fresh and prevents repetitive camping patterns.
Expected outcome: Better pacing, more frequent fights, and alignment with the design ethos of 2026’s diverse map sizes.
5. Dam Battlegrounds — Rework for longevity
Why it's last: Dam Battlegrounds delivers wide-open clashes, which are fun in the right meta, but with 2026 favoring map variety and shorter skirmishes, the dam’s long lanes disproportionately advantage snipers.
Core issues:
- Static cover that becomes predictable and easily countered by ranged weapons.
- Choke-reliant objective placements create repetitive match flow.
Actionable reworks:
- Destructible modular cover: Replace static sandbags with reusable, repairable barriers that teams can rebuild at a cost (time or resource). This rewards map control and tactical decision-making.
- Spread objectives: Move secondary objectives into lateral pockets that force teams to split and contest side zones instead of massing at the center dam wall.
- Night variant and lighting changes: Seasonal toggles like a low-light version reduce long-range clarity and encourage closer engagements. Rotate visibility rules across seasons for freshness — this ties into micro-variant design patterns and short experimental runs discussed in guides on micro-experience design.
Expected outcome: Reduced sniper dominance and more tactical, layered fights that scale with seasonal changes.
Cross-map solutions: policies and practices Embark should adopt
Focusing on individual fixes is good; institutionalizing how changes are made is better. Here are pragmatic, community-focused policies that will sustain map longevity in 2026 and beyond.
- Telemetry-first reworks: Use in-game heatmaps (deaths-per-square-meter, time-in-zone, objective downtime) to prioritize surgical edits instead of sweeping redesigns.
- Public Test Server (PTS) cycles: Run 2-week PTS experiments for reworked maps with built-in feedback tooling that lets players flag problem zones and attach clip evidence. Pair PTS with automated triage and nomination flows like automating nomination triage with AI to speed iteration.
- Community-driven art passes: Keep visual fidelity changes minimal during balance tests; allow community map-crafters to propose minor layout mods via forums, then fast-track promising ones into PTS. Many teams now accept community proposals produced in easy-to-use map editor formats so iteration is practical.
- Spawn safety rules: Enforce a minimum spatial separation rule (e.g., 18–20 meters) between spawn points and enemy-occupied objectives to prevent immediate re-spawn kills.
- Seasonal micro-variants: Release 2–3 micro-variants per map (light adjustment packages: night mode, debris field, windy conditions) to refresh gameplay without rebuilding maps from scratch.
How the community can contribute actionable feedback
Players want influence over the game they invest time in. Follow this playbook to make your feedback count:
- Collect clips: Record 10–20 second clips of problematic spawns or sightlines and timestamp them (e.g., 02:14 of match). Short evidence beats vague impressions. When submitting, attach concise reproduction steps so designers can triage quickly.
- Use heatmap submissions: If Embark provides a feedback portal with heatmap overlays, submit the zones where you die or where fights never happen.
- Vote in PTS: Join public test servers and use in-built vote systems; PTS metrics show where the majority of players prefer adjustments.
- Offer constructive solutions: Instead of "This spot is OP," say "Add mid-height cover X between points Y and Z to block sniper lines and open a flank route on the north side." For suggestions about NPC placement, enemy flow, or encounter pacing, design lessons from articles such as Designing a ‘Hive Mind’ NPC can provide helpful framing.
Testing metrics — what to measure after a rework
To verify success, Embark (and community map testers) should track:
- First-60-second survival rate: Are respawn deaths down? Target: +10–20% survival improvement in problem zones.
- Time-to-first-objective-engagement: Shorter times mean more early action; beware if they drop too low (could indicate spawn proximity issues).
- Weapon diversity index: Is the ratio of mid/close/long-range weapon kills more balanced post-change?
- Objective flip frequency: Healthy maps show regular objective swings rather than 10-minute holds.
Looking ahead: predictions for ARC Raiders maps in 2026
Expect these macro trends to shape map work in 2026:
- Smaller maps for spike gameplay: Short rotation maps that favor quick matches and high engagement — think 8–10 minute average rounds. Smaller, higher-intensity layouts are covered in broader multiplayer design roundups like Multiplayer Drop-In Party Games (2026 Picks).
- Event-driven map modifiers: Temporary weather, light, or structural changes mid-match to alter sightlines and pacing.
- Community co-design: Studios will lean on high-quality community prototypes for faster content throughput — Embark included. For ideas on how community work can plug into formal tools and marketplaces, see Design Systems Meet Marketplaces.
Given these shifts, the recommended approach is surgical reworks plus seasonal micro-variants. That keeps iconic maps like Stella Montis and Blue Gate relevant, while giving Spaceport and Dam Battlegrounds the structural work they need to compete with fresh 2026 maps.
Final takeaways — what to expect and what to ask for
- Expect targeted spawn and sightline edits over full map rebuilds for most maps.
- Ask for transparent telemetry dashboards and regular PTS windows so community feedback isn't anecdotal but data-driven.
- Push for seasonal micro-variants to keep matches fresh and to reduce the risk that a single weapon or tactic permanently dominates a map.
Call to action
Want to make your voice count? Join the ARC Raiders PTS, start clipping clear examples of problematic spawns and sightlines, and bring them to the community thread for each map. If you’re scanning deals or hunting for ARC Raiders bundles, visit our ARC Raiders hub to support devs and stay current on patch notes and map testing windows — and while you’re at it, drop your top rework idea in the comments so we can compile the community’s most actionable suggestions for Embark.
Help shape ARC Raiders’ next year — clip, test, and vote. Map longevity depends on community energy and surgical design choices.
Related Reading
- Mongus 2.1: Latency Gains, Map Editor, and Why Small Tools Matter
- Designing a ‘Hive Mind’ NPC: Game Dev Lessons
- Automating Nomination Triage with AI: A Practical Guide for Small Teams
- Design Systems Meet Marketplaces: How Noun Libraries Became Component Marketplaces in 2026
- From Fundraising to Followership: Lessons Creators Can Steal from Virtual P2P Campaigns
- Ranking the Best TV-Adjacent Podcasts Launched by Comedy Hosts
- Quick Stops and Essentials: Map of Convenience Stores and Fuel Stops Around Grand Canyon Routes
- From TV Duo to Podcast Hosts: What Ant & Dec Teach Creators About Migrating Formats
- Simple Equations Behind Streaming Revenue Metrics Explained
Related Topics
Unknown
Contributor
Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.
Up Next
More stories handpicked for you
Every LEGO Item in Animal Crossing: New Horizons — Where to Find and How to Style Them
Indie Dev Guide: Using Tim Cain’s Quest Types to Scope Your First RPG
Applying Tim Cain’s 9 Quest Types to Build Better Multiplayer Objectives
How Devs Should Balance New Content vs. Stability — Lessons from Tim Cain and ARC Raiders
Building a Gaming Showcase: Creative Display Ideas Inspired by Iconic Memorabilia
From Our Network
Trending stories across our publication group