Modes and maps · · 4 min read

Reading a map before the match starts

The loading screen is the only part of a match where you have complete information and nothing can shoot you. Six questions to answer before it disappears.

The loading screen is the only moment in a match where you can see everything at once and nothing can shoot you. Most players spend it looking at the brawler portraits. The map is sitting right there, it is not going to change shape before the whistle, and a large majority of the positional mistakes about to be made in the next two minutes are already visible in it.

Six questions, in order

Reading a map is not memorising one. It is answering a short list of questions whose answers dictate where you are able to stand, which is most of what positioning consists of. The questions are the same on every map in every mode. Only the answers move, and after a few rotations you will start recognising the answers before you have finished asking.

  1. Where is the objective, and is it exposed? A mine, a goal or a zone tucked into cover gets fought over at close range. The same objective sitting in the open belongs to whoever can threaten it from furthest away, and everyone else is renting it.
  2. How long is the longest clear line? Find the longest stretch of ground with no wall across it. If that line spans half the map, long range is playable and walking through the middle is not. If nothing runs longer than a few tiles, a marksman has nowhere to do their job.
  3. How much of the cover breaks? Destructible walls mean you are reading the map at the start rather than the map at the end. Any plan that depends on one particular wall standing has a shelf life measured in seconds.
  4. Where are the bushes, and what do they touch? Bushes beside the objective are ambush ground. Bushes along the routes between halves are where rotations get intercepted. A bush path running from spawn to spawn produces a completely different match from a map without one.
  5. How many ways across are there? Count the routes from your half into theirs. Two chokes means fights are frontal and anything that shoots over walls is worth double. Four or five means flanking is cheap and no single player can hold a line.
  6. How far is your spawn from the fight? A long walk back turns every death into a stretch of playing two against three, which makes trades that look even on the kill feed quietly terrible.

Two terrain details repay the extra second of looking. Fences and rails let shots through but not bodies, which makes the ground behind them the safest place on the map for anything that outranges what is on the other side of them. Water blocks the walk without hiding anybody, so a route that reads as a shortcut on the layout may not be walkable at all. Both create positions that look exposed and are not, and both are invisible to anyone reading a map as walls and grass.

What the answers decide

Those six answers make the pick for you more reliably than the mode does. A wide-open Gem Grab map and a heavily walled one are not the same mode played twice. One wants range and patience, the other wants bodies that can survive the walk. Picking by mode alone is how three long-range brawlers end up on a map where nothing can see further than four tiles, all of them technically correct and collectively useless.

  • Long lines, few chokes: range and control dictate the match, and a team with no answer to a marksman spends it hiding behind the same wall.
  • Dense walls, short sightlines: throwers and anything that hits around corners, plus one body that can survive being walked into.
  • Heavy bush coverage: vision is worth more than damage, and an assassin you cannot see coming is a problem to solve before the match rather than during it.
  • Breakable cover everywhere: whatever is true at kick-off stops being true, so plan around the open map you will be playing by the end.
Out In The OpenTwo blocks of cover and a great deal of nothing: the sightline question answered before anyone moves.AbracadabraTwo zones set diagonally apart with long bush rotations between them, where the routes matter more than the objectives.

The other reason to do this before the match rather than during it is that rotations repeat. The same handful of layouts come round again and again, so the second time you meet one you should already know where the long line runs and which flank is a dead end. That knowledge compounds in a way that raw aim does not.

None of it requires opening a guide mid-match. Six questions take roughly as long as a loading screen lasts, and they replace the most expensive habit in the game, which is discovering where the sightlines are by standing in one of them.

Written by Brawlest. Last checked against the live game 20 Jul 2026.