Maps

Every Vibe Fighter arena is built around one idea: the map is a combatant too. From a plain six-platform brawl to rising lava, black holes and crate towers, here is what each arena does and how to win on it.

  • Classic Arena
    Classic Arena

    The original Vibe Fighter arena: a wide floor with five platforms and no tricks. Pure movement and aim.

  • Canyon
    Canyon

    A central pit between two angled ramps, with a vertical elevator running across climbable canyon walls.

  • Motion
    Motion

    A showcase of the three moving-platform types at once: oscillating, sweeping and scripted-path movers in the middle of play.

  • Ascend
    Ascend

    The classic layout with the centre platform replaced by a slab that slides smoothly up and down.

  • Shuttle
    Shuttle

    A wide arena with a horizontal slab that shuttles back and forth, pausing briefly at each end.

  • Lift
    Lift

    A tall arena with a scripted vertical lift that rises and returns, holding at both ends.

  • Rotate
    Rotate

    A single platform hangs from a hidden pivot and swings slowly like a pendulum, with two ledges and a floor around it.

  • Freefall
    Freefall

    No floor at all. Every platform is a box falling endlessly past the bottom of the world.

  • Tower
    Tower

    A tall column of five destructible slabs in the centre of the arena. Gunfire erodes it all match long.

  • Pendulum
    Pendulum

    A room made of chandeliers: every platform above the floor swings from a pivot.

  • Crush
    Crush

    Steel crusher walls sweep across the arena. Weapon drops lean toward grenades and Molotovs and away from Warpgate.

  • Sidefall
    Sidefall

    Freefall rotated sideways: a row of boxes carried across the arena while gravity stays ordinary.

  • Gravwell
    Gravwell

    A permanent black hole hangs in the centre of the arena and drags fighters toward it. Touching its middle is fatal.

  • Lava
    Lava

    Molten lava starts at floor level and rises tier by tier until only the top platform is dry.

  • Binary
    Binary

    Two black holes, each with a ring of platforms orbiting it in opposite directions like meshed gears.

  • Debris
    Debris

    A destructible ceiling spans the whole arena. Every torn cell drops a chunk of debris onto the fight below.

  • Ferris
    Ferris

    Several large wheels of level slabs turn slowly around their centres, carrying fighters up and over.

  • Elevator
    Elevator

    A mirror-symmetric climb made of chained vertical lifts, ending at two top slabs that hold the best weapons.

  • Fortress
    Fortress

    Two destructible castles face each other across a contested centre. Their battlements wear away under fire.

  • Shaft
    Shaft

    A narrow, tall arena whose side walls are climbable top to bottom, with a zigzag of perches in the middle.

  • Sniper
    Sniper

    A wide, flat arena with glass decks and slow movers that open and close sightlines. Drops favour snipers, bows and shotguns.

  • Brawlhouse
    Brawlhouse

    A multi-floor interior of one-way floors under a steel roof that blocks long shots. The outer walls are climbable.

  • Islands
    Islands

    No floor: just floating islands, with vertical lifts as bridges across the gaps.

  • Ice
    Ice

    Half the floor and both movers are slippery ice, so you keep sliding after you stop pressing a direction.

  • Laser
    Laser

    A grid of thin rotating beams that kill on touch. They never block bullets and cannot be stood on.

  • Polarity
    Polarity

    Platforms that carry gravity fields: a planet pulls you in, and a sweeping crown pushes you away over a pit.

  • Updraft
    Updraft

    Vertical wind lanes: two lift fighters toward the top, and the centre lane pushes them back down.

  • Storm
    Storm

    Two horizontal jet-stream lanes boost anyone who jumps through them, and telegraphed lightning columns kill on contact.

  • Shock Plates
    Shock Plates

    Electrified plates on the floor and ledges power up on a cycle and zap anyone standing on them.

  • Trapdoor
    Trapdoor

    Most of the floor is solid, but three slabs vanish for a moment on a timer, with an amber warning first.

  • Minefield
    Minefield

    The ground is pre-seeded with mines, bear traps and a turret that belong to nobody and hurt everyone.

  • Portal Maze
    Portal Maze

    Permanent linked portal pairs criss-cross the arena, so movement is not limited to what your legs can do.

  • Jenga
    Jenga

    Three towers of loose, climbable crates with open air between each pair of pillars. No roof, no stairs.

  • Crate Pit
    Crate Pit

    Eight climbable crate pillars stand out of a rising lava pit, with no visible ground between them.

  • Armory
    Armory

    Nothing falls from the sky. Six glowing pads hand out weapons, and each shows the weapon it will give before you commit.