Map pool guide

Sudden Attack Zero Point Maps

The Sudden Attack Zero Point maps in the Final Closed Beta (July 9-13, 2026) form a six-map rotation split across the game's two live modes: two tight close-quarters arenas built for 5v5 <a href="/modes/team-deathmatch/">Team Deathmatch</a>, and four larger <a href="/modes/bomb-defusal/">Bomb Defusal</a> maps, each carrying two bomb sites labeled A and B. Every map runs 5v5 with no health regeneration, so positioning and prior knowledge of angles, sites, and rotation timings decide rounds far more than raw aim. Nexon has not published the individual map names yet, but the official screenshots reveal sunny, realistic real-world environments that already give a clear read on layout and scale.

Sudden Attack Zero Point bomb defusal map — Mediterranean village
Official screenshot © Nexon.

The Final Closed Beta map pool

Six Sudden Attack Zero Point maps ship in the Final Closed Beta, divided strictly by mode. Two are compact close-quarters (CQB) arenas reserved for Team Deathmatch, where a 5v5 lobby races to a target kill count. These maps are deliberately small: sightlines are short, engagements reset fast, and there is little downtime between fights, which makes them the natural warm-up and aim-training ground before you queue for the objective mode.

The other four maps are Bomb Defusal maps, the mode Sudden Attack has been known for since the 2005 original. Each of the four carries two bomb sites, marked A and B, and pits a five-player attacking side against five defenders across round-based play with no mid-round health regeneration. Attackers pick a site, plant the C4, and hold the post-plant; defenders split coverage between A and B and rotate on the read. With four distinct Bomb Defusal layouts plus two TDM arenas, the beta pool is small enough to learn every angle inside a few sessions, which is exactly where a map-knowledge edge compounds.

Sunny, realistic settings in the official screenshots

The 21 official screenshots pin down the visual identity of the Sudden Attack Zero Point maps: grounded, real-world locations shot in bright daylight rather than the neon or sci-fi palettes common to modern shooters. One environment is a Mediterranean village, all pale stone walls, terracotta roofing, and narrow sunlit streets that create tight chokes and short-to-mid crossings. The clean, high-contrast lighting matters competitively, because clear shadows and bright backgrounds make peeking players easier to spot and harder to lose against clutter.

A second environment is a Middle-Eastern bazaar, and it is the clearest look yet at how Bomb Defusal sites are staged in-engine. The screenshots show explicit "BOMB SITE" signage alongside spray-painted A and B markers on the walls, so the objective points are visually called out in the world itself rather than only on the HUD. That in-world labeling helps new players orient the moment they load in: find the painted letter, and you know which site you are defending or hitting. The market setting packs stalls, crates, and covered lanes that break long sightlines into layered cover, rewarding close-range weapons and pre-aimed corners over long-distance duels.

Sudden Attack Zero Point Middle-Eastern bazaar map with bomb site signage
Official screenshot © Nexon.

How map knowledge on Sudden Attack Zero Point maps wins rounds

Because rounds carry no health regeneration and end on the objective, knowing each map beats reacting to it. On the Bomb Defusal maps, the first job is committing the A and B site geometry to memory: the plant spots that are hardest to retake, the default defender angles, and the fastest rotation path from one site to the other. An attacking five that fakes a hit at A and swings to B before defenders can rotate wins the round on information, not aim. A defending five that holds crossfires and trades a plant for a retake denies the site the same way.

Callouts turn that knowledge into a team weapon. Consistent names for the painted A and B sites, the connecting lanes, and key off-angles let five players share a picture in a single word, so a report of one enemy mid can trigger an instant stack toward the open site. On the two CQB Team Deathmatch arenas the priority shifts to spawn logic and high-traffic lanes: learn where fights repeatedly break out and pre-aim those corners rather than wandering. Since map names have not been announced, players are naming sites and lanes by their in-world landmarks for now, and the spray-painted markers make the A/B split easy to anchor a callout system around from your very first match.

Frequently asked questions

How many maps are in the Sudden Attack Zero Point beta?
The Final Closed Beta runs six maps total: two close-quarters arenas built for 5v5 Team Deathmatch, plus four Bomb Defusal maps. Each of the four Bomb Defusal maps has two bomb sites, labeled A and B, played over round-based Attack versus Defense matches.
What are the names of the Sudden Attack Zero Point maps?
Nexon has not published individual map names for any of the six beta maps. Players currently identify them by mode and by their in-world settings, such as a Mediterranean village and a Middle-Eastern bazaar, until official names are released alongside a full launch in 2026.
Do the Bomb Defusal maps have A and B bomb sites?
Yes. All four Bomb Defusal maps use the classic two-site structure, with sites A and B. Official screenshots show these points marked in the world itself with "BOMB SITE" signage and spray-painted A and B letters, so attackers and defenders can orient on the objective the moment a round begins.
What do the Sudden Attack Zero Point maps look like?
Official screenshots show grounded, real-world environments shot in bright daylight rather than sci-fi settings. Confirmed looks include a sunlit Mediterranean village of pale stone and terracotta, and a Middle-Eastern bazaar packed with stalls, crates, and covered lanes that favor close-range fights and pre-aimed corners.