Maps

Chasm Logistratum

Chasm TerminusRaid1114 m main path5 route sections

Name matched from the zone, mission type and objectives (internal id lm_rails). Spot a wrong name or spelling? It is a one-line fix in src/data/map-names.json.

Map layers
Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Rescue point (where a dead teammate can be freed)Objective: hack door (scripted event)Objective: open mid airlockObjective: deactivate skyfireObjective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: collect cargo (scripted event)Objective: escape valkyrieObjective: escape valkyrieBoss section 1: a boss placed in this section triggers somewhere between 109 and 703 m along the route (14 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 109 and 703 m along the route (14 possible spawn points)Boss section 1: a boss placed in this section triggers somewhere between 109 and 703 m along the route (14 possible spawn points)Boss section 2: a boss placed in this section triggers somewhere between 523 and 646 m along the route (7 possible spawn points)Boss section 3: a boss placed in this section triggers somewhere between 809 and 1013 m along the route (8 possible spawn points)2345Event spawner (spawner_elevator_shaft_a, spawner_elevator_shaft_b), used by 6 scripted eventsEvent spawner (spawner_rails_guard_left_back), used by 1 scripted eventEvent spawner (spawner_elevator_shaft_a), used by 4 scripted eventsEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_right_back), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_right), used by 1 scripted eventEvent spawner (spawner_elevator_shaft_a), used by 4 scripted eventsEvent spawner (spawner_rails_guard_left), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_far, spawner_rails_west), used by 10 scripted eventsEvent spawner (spawner_rails_west, spawner_rails_trickle), used by 5 scripted eventsEvent spawner (spawner_rails_trickle), used by 5 scripted eventsEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_trickle), used by 5 scripted eventsEvent spawner (spawner_elevator_shaft_a), used by 4 scripted eventsEvent spawner (spawner_rails_trickle), used by 5 scripted eventsEvent spawner (spawner_elevator_shaft_b), used by 5 scripted eventsEvent spawner (spawner_elevator_shaft_b), used by 5 scripted eventsEvent spawner (spawner_rails_close, spawner_rails_control), used by 4 scripted eventsEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_guard_outside), used by 1 scripted eventEvent spawner (spawner_rails_trickle, spawner_rails_east_outside), used by 5 scripted eventsEvent spawner (spawner_elevator_shaft_b), used by 5 scripted eventsEvent spawner (spawner_rails_far, spawner_rails_east), used by 8 scripted eventsEvent spawner (spawner_rails_far, spawner_rails_south), used by 6 scripted eventsMedicae stationMedicae stationMedicae stationMedicae stationNarrow gap between two open areas: 2 m of floor at 47 m along the routeNarrow gap between two open areas: 3 m of floor at 105 m along the routeNarrow gap between two open areas: 4 m of floor at 146 m along the routeNarrow gap between two open areas: 4.5 m of floor at 264 m along the routeNarrow gap between two open areas: 3 m of floor at 331 m along the routeNarrow gap out of a room behind: 3 m of floor at 369 m along the routeNarrow gap between two open areas: 2.5 m of floor at 431 m along the routeNarrow gap between two open areas: 2.5 m of floor at 469 m along the routeNarrow gap between two open areas: 3.5 m of floor at 634 m along the routeNarrow gap between two open areas: 1 m of floor at 730 m along the routeNarrow gap between two open areas: 4 m of floor at 805 m along the routeNarrow gap between two open areas: 3.5 m of floor at 852 m along the routeNarrow gap between two open areas: 4.5 m of floor at 893 m along the routeNarrow gap between two open areas: 5 m of floor at 938 m along the routeNarrow gap between two open areas: 3 m of floor at 981 m along the routeNarrow gap between two open areas: 3 m of floor at 1026 m along the route360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around here360 view: click to look around herePossible boss or captain spawn (section 1). Triggers when the lead player reaches 109 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 180 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 181 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 203 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 227 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 227 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 228 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 228 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 238 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 246 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 253 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 260 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 261 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 266 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 322 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 458 m along the route, 40 m before this point.Possible daemonhost spawn (section 1). Triggers when the lead player reaches 465 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 523 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 530 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 561 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 562 m along the route, 40 m before this point.Possible daemonhost spawn (section 2). Triggers when the lead player reaches 568 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 617 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 629 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 633 m along the route, 40 m before this point.Possible boss or captain spawn (section 2). Triggers when the lead player reaches 646 m along the route, 40 m before this point.Possible boss or captain spawn (section 1). Triggers when the lead player reaches 703 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 809 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 819 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 821 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 851 m along the route, 40 m before this point.Possible daemonhost spawn (section 3). Triggers when the lead player reaches 854 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 858 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 900 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 915 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 950 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 981 m along the route, 40 m before this point.Possible boss or captain spawn (section 3). Triggers when the lead player reaches 1013 m along the route, 40 m before this point.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 0 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 58 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 98 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 133 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 155 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 193 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 194 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 242 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 280 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 495 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 531 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 545 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 552 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 566 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 585 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 589 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 602 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 603 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 641 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 930 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 938 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 967 m along the route, 55 m before it.Possible ritual site (Heinous Rituals, 5 sites used per run). It appears when the lead player reaches 989 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 135 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 244 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 257 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 294 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 437 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 496 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 909 m along the route, 55 m before it.2Possible twins ambush (rank 16+, one per run). Triggers when the lead player reaches 962 m along the route, 55 m before it.A1Hold candidate A1 for "collect cargo": 1 approach lane, walls on 13 of 16 sidesA2Hold candidate A2 for "collect cargo": 1 approach lane, walls on 10 of 16 sidesA3Hold candidate A3 for "collect cargo": 1 approach lane, walls on 7 of 16 sides

Swipe past the map to scroll. Tap a dot to look around, use + and − to zoom, or open full screen to drag and pinch.

Start Extraction Route section starts Gap between route sections Drop-off or kill zone Walkable floor (navmesh) Objective point Event spawner Hold candidate (computed) Chokepoint (computed) Medicae Possible boss or captain spawn Possible daemonhost Boss trigger section Ritual site, its trigger point 360 view (click the map to look around) Low to high (58 m climb range)

Community routes

Routes drawn by players: where to move, where to hold and what to watch for. Each one is reviewed before it appears here. Tick a route to show it on the map.

Loading routes...

    Floor plan, spawners, objectives and medicae come from the game's own navmesh and level units, captured in game with a SoloPlay mod on 2026-10-23. Hold candidates and chokepoints are computed from that geometry. Hover a marker (or long-press on a phone) for details.

    Triggers on this route

    Bosses, captains, daemonhosts, rituals and the twins are tied to a distance along the route. They appear when the player furthest ahead passes that distance, wherever the rest of the team is. The map shows every possible spawn point. A run uses only some of them: at most one boss per section, 5 ritual sites, and one twins point. How triggers work.

    Lead player atTriggerWhat happens
    0 mRitual siteAppears 55 m ahead, at 48 m. Only with Heinous Rituals.
    58 mRitual siteAppears 55 m ahead, at 113 m. Only with Heinous Rituals.
    98 mRitual siteAppears 55 m ahead, at 153 m. Only with Heinous Rituals.
    109-703 mBoss section 114 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    133 mRitual siteAppears 55 m ahead, at 188 m. Only with Heinous Rituals.
    135 mTwins ambush pointAmbush 55 m ahead, at 190 m. Rank 16+, one point per run.
    155 mRitual siteAppears 55 m ahead, at 210 m. Only with Heinous Rituals.
    193 mRitual siteAppears 55 m ahead, at 248 m. Only with Heinous Rituals.
    194 mRitual siteAppears 55 m ahead, at 249 m. Only with Heinous Rituals.
    228-465 mDaemonhost section 14 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    242 mRitual siteAppears 55 m ahead, at 297 m. Only with Heinous Rituals.
    244 mTwins ambush pointAmbush 55 m ahead, at 299 m. Rank 16+, one point per run.
    257 mTwins ambush pointAmbush 55 m ahead, at 312 m. Rank 16+, one point per run.
    280 mRitual siteAppears 55 m ahead, at 335 m. Only with Heinous Rituals.
    294 mTwins ambush pointAmbush 55 m ahead, at 349 m. Rank 16+, one point per run.
    437 mTwins ambush pointAmbush 55 m ahead, at 492 m. Rank 16+, one point per run.
    495 mRitual siteAppears 55 m ahead, at 550 m. Only with Heinous Rituals.
    496 mTwins ambush pointAmbush 55 m ahead, at 551 m. Rank 16+, one point per run.
    523-646 mBoss section 27 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    531 mRitual siteAppears 55 m ahead, at 586 m. Only with Heinous Rituals.
    545 mRitual siteAppears 55 m ahead, at 600 m. Only with Heinous Rituals.
    552 mRitual siteAppears 55 m ahead, at 607 m. Only with Heinous Rituals.
    561-568 mDaemonhost section 22 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    566 mRitual siteAppears 55 m ahead, at 621 m. Only with Heinous Rituals.
    585 mRitual siteAppears 55 m ahead, at 640 m. Only with Heinous Rituals.
    589 mRitual siteAppears 55 m ahead, at 644 m. Only with Heinous Rituals.
    602 mRitual siteAppears 55 m ahead, at 657 m. Only with Heinous Rituals.
    603 mRitual siteAppears 55 m ahead, at 658 m. Only with Heinous Rituals.
    641 mRitual siteAppears 55 m ahead, at 696 m. Only with Heinous Rituals.
    809-1013 mBoss section 38 possible spawn points. A boss or captain placed in this section appears 40 m ahead of the lead player.
    819-854 mDaemonhost section 33 possible spawn points. A daemonhost placed in this section appears 40 m ahead of the lead player.
    909 mTwins ambush pointAmbush 55 m ahead, at 964 m. Rank 16+, one point per run.
    930 mRitual siteAppears 55 m ahead, at 985 m. Only with Heinous Rituals.
    938 mRitual siteAppears 55 m ahead, at 993 m. Only with Heinous Rituals.
    962 mTwins ambush pointAmbush 55 m ahead, at 1017 m. Rank 16+, one point per run.
    967 mRitual siteAppears 55 m ahead, at 1022 m. Only with Heinous Rituals.
    989 mRitual siteAppears 55 m ahead, at 1044 m. Only with Heinous Rituals.

    Captured in game on 2026-10-23. Distances are travel distance along the main path, 1140 m in total. Which trigger volumes start the scripted events has not been recorded for this map yet.

    Scripted fights: where to try holding

    These spots are computed, not playtested. For each event objective, every reachable floor spot within 14 m of the objective was scored by four things: how few lanes the enemies from the nearby event spawners arrive through on foot, how many walls are close, how far the nearest spawner is, and how close the objective is. The score knows nothing about gunner sight lines, enemies dropping from ledges, or specials, which spawn from the normal pool anywhere. Use these spots as starting points, then trust what works.

    A Collect cargo

    24 event spawners within reach, used by these scripted events: luggable rails, luggable rails guard left, luggable rails guard right, luggable rails looping and 2 more.

    1. A1One approach lane, from the east. Walls within 3 m on 13 of 16 sides. The nearest event spawner is 59 m away on foot, and the objective is 6 m away.
    2. A2One approach lane, from the east. Walls within 3 m on 10 of 16 sides. The nearest event spawner is 57 m away on foot, and the objective is 11 m away.
    3. A3One approach lane, from the south-east. Walls within 3 m on 7 of 16 sides. The nearest event spawner is 49 m away on foot, and the objective is 8 m away.

    Chokepoints on the route

    Places where the walkable floor along the main path narrows sharply next to an open area. The width is navmesh width, which is a little narrower than the gap you see, because the AI keeps its body radius off walls.

    Along routeFloor widthOpens
    47 m2 mbetween two open areas (22 m wide)
    105 m3 mbetween two open areas (59 m wide)
    146 m4 mbetween two open areas (31 m wide)
    264 m4.5 mbetween two open areas (28 m wide)
    331 m3 mbetween two open areas (45 m wide)
    369 m3 mout of an open area behind (45 m wide)
    431 m2.5 mbetween two open areas (18 m wide)
    469 m2.5 mbetween two open areas (18 m wide)
    634 m3.5 mbetween two open areas (23 m wide)
    730 m1 mbetween two open areas (27 m wide)
    805 m4 mbetween two open areas (27 m wide)
    852 m3.5 mbetween two open areas (26 m wide)
    893 m4.5 mbetween two open areas (26 m wide)
    938 m5 mbetween two open areas (17 m wide)
    981 m3 mbetween two open areas (29 m wide)
    1026 m3 mbetween two open areas (29 m wide)

    Callouts

    Chokepoints and safe spots for this map have not been placed on the map yet.

    What players report

    Collected from Reddit, Steam, the Fatshark forums and guides. Each tip links its source and says how many sources agree. Not verified in game.

    • Opening bridge. “the bridge in chasm [logistratum] seems to have a very short grace period before AI director hits you with the overtime penalty, it doesn’t help that there is basically no cover in the first half of it … that first section is a potential spawn point for both the twins and the captain”. The OP (Havoc 31, playing with a Fatshark dev) never got past the bridge. multiple sources agree - u/serpiccio, u/AlgaeSelect217, Fatshark_Lev
    • Train tracks after the mid event, through to the final hallway. “the sequence after mid round on Chasm Logistratum from under the train tracks to the hallway with the dual train tracks.” Also: “the drop down corridor just before the final hallways leading to the end event. Always crazy. Tons of spawn, couple bosses.” Ravs: “rail tracks hallway at the end is a run ender”. multiple sources agree - u/zZINCc, u/MrLamorso, u/Educational-Tackle54, Steam, Ravs
    • Rescues are far away. “except on Chasm Logistratum where it can easily be close to 10 minutes before rescue. Archivum Sycorax is like that as well.” single source, older thread - u/WiseOldManatee
    • Finale. “Chasm Logistratum finale is pure insanity, compared to missions like Sycorax, Refinery Delta and Smelter Complex.” single source (Havoc) - Steam, Ravs
    • Silent tunnel (bug report). “The tunnel between the stairs and the top of the elevator shaft … (the area with the medicae station before descending the spiral stairway) suppresses all sounds coming from it, including … the poxburster beeps for the one that almost always shows up there.” single source, bug report - forum t80059

    Objectives in order

    1. find rail tunnels
    2. descend elevator shaft
    3. hack doorMid event
    4. open mid airlock
    5. through railways
    6. through abandoned railway
    7. find control cogitator
    8. reach logistratum
    9. deactivate skyfire
    10. collect cargoEnd event
    11. escape valkyrie

    Objective names are the game's internal ids, in the order the mission file lists them. Mid and end events are scripted horde moments; plan your hold position for those.

    How to read this map

    The line is the mission's main path, taken from the level data. It is the exact path the director measures your progress along. Specials, horde quotas and captains are all paid for in metres along this line. Its colour shows height, so a sudden change from dark to light is a climb.

    The shaded floor is the navmesh: everywhere the AI can walk, which is almost everywhere you can walk. Lighter floor is higher up. Event spawners are the closets, vents and doors scripted events pour enemies out of. Horde spawn points (off by default) are where the director may place ambient hordes along this route.

    Hatched red shapes are drop-offs and kill zones. Grey outlines are invisible walls that keep players on the route. Walls and rooms are not drawn yet; the main path follows the walkable route through them.