Tyr Maps and Positioning
Five Early Access arenas, two bases, and the sightlines that decide who spots first.
Early Access Tyr ships with more than twelve unlockable tanks and five maps. The five names that have been public through playtests and dev updates are Ravine, Scorch, Divide, Wind Valley, and Fields. A match picks one at random. Both teams spawn on opposite sides with a base capture zone on their half. You win by wipe, by 100% cap, or by overtime on capture percent, tanks left, then HP — the rules on how to play. This page is geometry.
Shared anatomy
Every map has:
- Two base rings. Capture is 1% per second, up to three allied tanks. Damage on the capturing team dumps progress.
- Energy zones (blue, 50 Energy to everyone inside). See Energy.
- Health and ammo pickups that work like capture-able pads. Tempest Recall gates can be stolen the same way.
- Sightlines that interact with the 400 m spotting circle and bush camo. See spotting.
If you only learn one habit, learn where the enemy cap is from your spawn without looking at the HUD. Overtime is a capture check first.
Ravine
Ravine puts a cut down the middle, a contested hillside, and a dune that creates crossfires. The ditch is a sneak mid for people who want to take center without skyline-ing. It is also a grave if a heavy looks down into it with green paint. Dev scrims on this page show how fast a hill fight decides the round: win the hill, you see the ditch; lose the hill, you are the one being farmed.
Play Ravine as a light by holding a bush that sees the hillside without sitting in Atlas’ 0% camo hug. Play it as a heavy by angling on the crest, not by diving the cut. Mediums like Tempest belong hull-down on the dune lip; Ranger ramps can cheat a height the art did not intend.
Scorch
Scorch is the other map Stoke has published full-match footage for. Expect longer sightlines and less “ditch cheese.” Camo ratings matter more because 400 m actually fits in the lane. Fuse and Ikarus can spot without return spots; Arbalest and the heavies get lit if they crest carelessly. Bring silenced shells if you are a scout. Bring patience if you are Maul.
Divide
Divide is the desert map Stoke pulled from rotation to finish art, then returned. Dev commentary called out a different vibe from Wind Valley, Fields, Scorch, and Ravine — more open sand, different bush density, and a “bush tank” (Ark) showcase. Treat Divide like a camo exam. If you fire unsilenced in the open, the solid circle becomes a billboard. Energy zones in the open are bait; take them with a teammate or not at all.
Wind Valley and Fields
These two complete the five-map Early Access pool as named in the Divide update. Wind Valley plays as a channeled map — wind in the name is flavor, the lesson is corridors and height. Fields plays as the open farm: weaker cover, more reliance on hull-down and the 50% bush bonus. Until you have ten games on each, spawn, look at the minimap circles, and ask “where can I sit inside my dashed 400 m without sitting inside their solid camo?”
Stoke will add maps during the planned ~12 month Early Access. Playtests already named extra arenas that may sit in Customs or rotation depending on the build:
- Dunes — a June 2026 prototype thrown into Custom Games. Distinct sand shapes and rotations; treat it as a camo exam even more than Divide.
- Ruins — a prototype with a pushable west side, extra paths into mid, and destructible walls so you can sneak the center corridor. HUD-overhaul footage showed a drive-through after player feedback.
- Expanse — streamed in a playtest dev match. Wide space; do not skyline.
The Steam Early Access FAQ still lists five maps in the live pool. Customs and prototypes are extra homework, not a reason to invent a sixth ranked staple until Stoke says it is in Standard.
Positioning rules that survive every map
- Do not skyline. Cresting a hill with a 0–9% camo hull is a press conference.
- Cap with three, not one. Three tanks at 1% per second is a 30-second steal if they cannot damage you. One tank is a 100-second prayer.
- Zones are team Energy. A light contesting 50 Energy against a heavy is donating a Sonar.
- Hover depression needs a stop. Peek, stop, dip, shoot, drift. Controls.
- Gray paint means leave the lane. Reposition instead of feeding bounce Energy. Armor.
How maps interact with the roster
Lights (Fuse, Ikarus, Kestrel, Phantom, Seeker, Alecto) want bush maps and Divide. Mediums want Ravine’s hull-down lips. Heavies want Scorch lanes where they can hold a gray face and farm Energy. Confirm the current rank on the tier list because map pool plus patch will move a hull a tier without the chassis changing.
Garage view in the lobby looks out onto the selected map. Use that ten-second window to pick a hull that matches the art: desert Ark, hill Tempest, open-field Fuse. Then fight the win conditions, not the highlight. Official footage is a teaching tool, not a route you must copy pixel for pixel — the minimap circles are the real map.
Frequently Asked Questions
Quick answers for new Tyr pilots and returning playtesters.
How many maps are in Tyr Early Access?
Stoke listed five maps and twelve-plus tanks. Public names: Ravine, Scorch, Divide, Wind Valley, Fields.
Where should I stand to capture?
Inside the enemy base ring. 1% per second, up to three tanks. Damage on your team dumps progress. See how to play.
Which map is best for scouts?
Divide and bush-heavy layouts reward Fuse-level camo. Scorch's long lanes also favor lights who do not shoot.
Can the map pool grow?
Yes. Early Access is planned around a year of more tanks and maps. Watch updates.