Every public Forsaken round lands on a map you vote for. The job is the same everywhere (fill five generators while survivors and killers fight over the same footprint), but open yards, packed interiors, and layered fortresses change chases, repair safety, and which tools actually land.
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section
Open outdoor maps
Wide sightlines and fewer hard walls. Generator work in the open is riskier, so survivors lean on mountain props, temples, hotels, and fortresses while killers use the same openness to track and cut rotations.
Beach House Paradise
A mostly outdoor resort map with a central fountain, hotel, shops, and art gallery, built from Beach House Roleplay geometry.
- Layout
- Open outdoor
- Objective
- 5 generators
- Hazards
- Fountain water applies Slowness I
- Key areas
- Hotel, Fountain, Shops, Art Gallery
- Variants
- -
- Survivor notes
- Loops are scarce on the open layout. The hotel interior-to-exterior route and fountain rails are the main chase tools.
- Killer notes
- Open sightlines help tracking. Reset chase pressure if survivors hug fountain rails, and watch hotel loops closely.
- Based on
- Beach House Roleplay
Brandon6875935's Place
A large open outdoor map with maze-like wooden walls, a castle end, central stone structure, and under-construction Brandon World.
- Layout
- Open outdoor
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Castle, Cave Slope, White CTF corners, Brandon World
- Variants
- -
- Survivor notes
- Use castle and cave-slope height drops to create distance, then break line of sight on wooden wall loops. Avoid lingering in open ground while repairing.
- Killer notes
- Survivors often cluster near the castle and cave slope. Cut off open generators and save stamina for long intercept sprints across the large footprint.
- Based on
- Brandonworks / Brandon6875935 place builds
Glass Houses
A lightly forested outdoor map with two glass-topped mountains linked by a red glass bridge, plus scattered walls and an L-shaped concrete structure.
- Layout
- Open outdoor
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Jail Mountain, Glass House, Big Mountain, Small Mountain
- Variants
- New Glass Houses
- Survivor notes
- Stay near mountains, the L-shaped concrete structure, and red glass bridge pillars to break sightlines. Keep moving between solid cover.
- Killer notes
- Open terrain favors traps and slowdown tools. Mind map edges and force survivors off strong structure loops.
- Based on
- Classic Roblox Glass Houses
Natural Disaster Island
An outdoor island that combines Natural Disaster Survival landmarks into one abandoned stage with meteor debris and industrial buildings.
- Layout
- Open outdoor
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Petrol Station, Supermarket, The Factory
- Variants
- -
- Survivor notes
- Use building interiors and construction cover to break long outdoor sightlines while rotating generators across the island.
- Killer notes
- Patrol petrol station, supermarket, and factory routes. Force survivors out of building pockets into open ground between landmarks.
- Based on
- Natural Disaster Survival
Planet Voss
A mostly flat outdoor map with a center crater, colored fortresses and spaceships, and scattered walls for short loops.
- Layout
- Open outdoor
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Center Crater, Mini Fortresses, Colored Spaceships
- Variants
- Aurora Planet Voss
- Survivor notes
- Loop around fortresses, spaceships, and crater walls. Use small elevation changes to create distance when the killer commits.
- Killer notes
- Open sightlines make spotting easier. Camp key generator pockets around the fortresses and crater rather than over-chasing across the flat ground.
- Based on
- Planet Voss: Gateway Park
The Tempest
A very open Noli-themed map defined by temples, a center statue, towers, and scattered pillars and walls.
- Layout
- Open outdoor
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Black temple, Big Temple, Center Statue, Large Tower, Smaller Temple
- Variants
- -
- Survivor notes
- Use pillars, walls, and temple interiors to break line of sight. Take elevation when available instead of repairing all generators in one push.
- Killer notes
- Survivors are easier to spot in the open. Block temple entrances and pressure the center statue routes to cut map rotations.
- Based on
- Noli-themed original map
| Image | Name | Description | Layout | Objective | Hazards | Key areas | Variants | Survivor notes | Killer notes | Based on |
|---|---|---|---|---|---|---|---|---|---|---|
| Beach House Paradise | A mostly outdoor resort map with a central fountain, hotel, shops, and art gallery, built from Beach House Roleplay geometry. | Open outdoor | 5 generators | Fountain water applies Slowness I | Hotel, Fountain, Shops, Art Gallery | - | Loops are scarce on the open layout. The hotel interior-to-exterior route and fountain rails are the main chase tools. | Open sightlines help tracking. Reset chase pressure if survivors hug fountain rails, and watch hotel loops closely. | Beach House Roleplay | |
| Brandon6875935's Place | A large open outdoor map with maze-like wooden walls, a castle end, central stone structure, and under-construction Brandon World. | Open outdoor | 5 generators | - | Castle, Cave Slope, White CTF corners, Brandon World | - | Use castle and cave-slope height drops to create distance, then break line of sight on wooden wall loops. Avoid lingering in open ground while repairing. | Survivors often cluster near the castle and cave slope. Cut off open generators and save stamina for long intercept sprints across the large footprint. | Brandonworks / Brandon6875935 place builds | |
| Glass Houses | A lightly forested outdoor map with two glass-topped mountains linked by a red glass bridge, plus scattered walls and an L-shaped concrete structure. | Open outdoor | 5 generators | - | Jail Mountain, Glass House, Big Mountain, Small Mountain | New Glass Houses | Stay near mountains, the L-shaped concrete structure, and red glass bridge pillars to break sightlines. Keep moving between solid cover. | Open terrain favors traps and slowdown tools. Mind map edges and force survivors off strong structure loops. | Classic Roblox Glass Houses | |
| Natural Disaster Island | An outdoor island that combines Natural Disaster Survival landmarks into one abandoned stage with meteor debris and industrial buildings. | Open outdoor | 5 generators | - | Petrol Station, Supermarket, The Factory | - | Use building interiors and construction cover to break long outdoor sightlines while rotating generators across the island. | Patrol petrol station, supermarket, and factory routes. Force survivors out of building pockets into open ground between landmarks. | Natural Disaster Survival | |
| Planet Voss | A mostly flat outdoor map with a center crater, colored fortresses and spaceships, and scattered walls for short loops. | Open outdoor | 5 generators | - | Center Crater, Mini Fortresses, Colored Spaceships | Aurora Planet Voss | Loop around fortresses, spaceships, and crater walls. Use small elevation changes to create distance when the killer commits. | Open sightlines make spotting easier. Camp key generator pockets around the fortresses and crater rather than over-chasing across the flat ground. | Planet Voss: Gateway Park | |
| The Tempest | A very open Noli-themed map defined by temples, a center statue, towers, and scattered pillars and walls. | Open outdoor | 5 generators | - | Black temple, Big Temple, Center Statue, Large Tower, Smaller Temple | - | Use pillars, walls, and temple interiors to break line of sight. Take elevation when available instead of repairing all generators in one push. | Survivors are easier to spot in the open. Block temple entrances and pressure the center statue routes to cut map rotations. | Noli-themed original map |
section
Mixed structure maps
Landmark buildings mixed with outdoor routes. Strong loops live around manor rooms, dojos, pizza counters, hotel halls, and bay houses; stair and door funnels matter as much as yard space.
Bloodfell Manor
A Victorian-style manor and yard themed as Nosferatu’s lair, with library, kitchen, living spaces, and statue-filled grounds.
- Layout
- Mixed structures
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Manor, Yard, Library, Stairs, Kitchen, Living room, Piano
- Variants
- -
- Survivor notes
- Use multi-room indoor paths and the yard statue area to break chase lines. Avoid getting pinned on stair choke points.
- Killer notes
- Indoor corridors and stair access favor cutoffs. Check library and living-room loops when survivors leave the yard.
- Based on
- Nosferatu-themed original manor
Familiar Ruins
Flood Escape 2 collab ruins with a multiplayer main building, hill ramp, lava lake edge, and broken lobby structures.
- Layout
- Mixed structures
- Objective
- 5 generators
- Hazards
- Lava cracks and fire apply Burning I for 4s
- Key areas
- Main Building (Multiplayer), Hill, Lava lake, Black structure
- Variants
- Classic Familiar Ruins
- Survivor notes
- Use the multi-entrance main building and hill drop-offs for chase control. Avoid lava cracks while looping.
- Killer notes
- Pressure the main building doors and hill ramp entrance. Hazards punish careless survivor paths around lava gaps.
- Based on
- Flood Escape 2 — Familiar Ruins
Horror Hotel
A compact hotel layout mixing an outdoor field with indoor halls, kitchen, play area, well, and many small rooms.
- Layout
- Mixed structures
- Objective
- 5 generators
- Hazards
- Field hands apply short Slowness effects
- Key areas
- Outdoor Field, Halls, Play Area, Kitchen, Well, Small Rooms
- Variants
- -
- Survivor notes
- Indoor rooms and the play area create strong evasion options. Repair with teammates and learn hall connections for long survival.
- Killer notes
- Ranged pressure and checking the play area help clear hides. Punish solo survivors moving between halls and the outdoor field.
- Based on
- -
Pirate Bay
A stormy mixed map of shore structures, rock stands, a two-story house, and boat landmarks with limited generator spawn spots.
- Layout
- Mixed structures
- Objective
- 5 generators
- Hazards
- Water puddles apply Bleeding I
- Key areas
- Center Structure, Rock Stand, Two-Story House, Boat
- Variants
- -
- Survivor notes
- Loop structures and elevated stands rather than hard-hiding. Use building geometry to reset chase angles.
- Killer notes
- Push survivors into water puddles for Bleeding pressure and place traps on common structure loops.
- Based on
- -
Ultimate Assassin Grounds
A mixed dojo-and-lake arena with caves, houses, a gate, and obstacle routes above water that slow movement.
- Layout
- Mixed structures
- Objective
- 5 generators
- Hazards
- Lake and waterfall water apply Slowness II
- Key areas
- Cave, Big dojo, Run-down dojo, Target practice area, Lake, Obstacle course above water, Connected brown houses, Gate
- Variants
- Sakura Ultimate Assassin Grounds
- Survivor notes
- Strong loops include the cave and gate areas. Lure chases through slow water when you can cross safely and use elevation to avoid some attacks.
- Killer notes
- Cut off house and lake routes with abilities that block escapes. Elevated spots are often not high enough to fully avoid pressure.
- Based on
- -
Work at a Pizza Place
A ruined Main Island take on Work at a Pizza Place with Builder Brothers' Pizza, dump, housing, and supplier areas under a dark red sky.
- Layout
- Mixed structures
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Builder Brothers' Pizza, The Dump, Two Story House, Supplier Area
- Variants
- -
- Survivor notes
- Loop the dining and counter areas, including broken-wall paths. Avoid isolation because evasion is the main defense.
- Killer notes
- Do not let survivors settle in the supply room loops. Trap common pizza-building routes and force open-ground rotations.
- Based on
- Work at a Pizza Place
Yorick's Resting Place
A dark forest and cliff map with Yorick’s house, a graveyard, temple ridge, and purple acid rivers that damage both sides.
- Layout
- Mixed structures
- Objective
- 5 generators
- Hazards
- Acid rivers apply Poisoned or Corrupted and Slowness effects
- Key areas
- Yorick's house, Graveyard, Cliff with temple, Acid rivers
- Variants
- Halloween Yorick's Resting Place
- Survivor notes
- The large footprint helps evasion if you avoid open ground and acid rivers. Cross on bridges and work as a team on generators.
- Killer notes
- Use river crossings as risky shortcuts, force cliff mistakes, and favor tools that punish long forest pathing.
- Based on
- -
| Image | Name | Description | Layout | Objective | Hazards | Key areas | Variants | Survivor notes | Killer notes | Based on |
|---|---|---|---|---|---|---|---|---|---|---|
| Bloodfell Manor | A Victorian-style manor and yard themed as Nosferatu’s lair, with library, kitchen, living spaces, and statue-filled grounds. | Mixed structures | 5 generators | - | Manor, Yard, Library, Stairs, Kitchen, Living room, Piano | - | Use multi-room indoor paths and the yard statue area to break chase lines. Avoid getting pinned on stair choke points. | Indoor corridors and stair access favor cutoffs. Check library and living-room loops when survivors leave the yard. | Nosferatu-themed original manor | |
| Familiar Ruins | Flood Escape 2 collab ruins with a multiplayer main building, hill ramp, lava lake edge, and broken lobby structures. | Mixed structures | 5 generators | Lava cracks and fire apply Burning I for 4s | Main Building (Multiplayer), Hill, Lava lake, Black structure | Classic Familiar Ruins | Use the multi-entrance main building and hill drop-offs for chase control. Avoid lava cracks while looping. | Pressure the main building doors and hill ramp entrance. Hazards punish careless survivor paths around lava gaps. | Flood Escape 2 — Familiar Ruins | |
| Horror Hotel | A compact hotel layout mixing an outdoor field with indoor halls, kitchen, play area, well, and many small rooms. | Mixed structures | 5 generators | Field hands apply short Slowness effects | Outdoor Field, Halls, Play Area, Kitchen, Well, Small Rooms | - | Indoor rooms and the play area create strong evasion options. Repair with teammates and learn hall connections for long survival. | Ranged pressure and checking the play area help clear hides. Punish solo survivors moving between halls and the outdoor field. | - | |
| Pirate Bay | A stormy mixed map of shore structures, rock stands, a two-story house, and boat landmarks with limited generator spawn spots. | Mixed structures | 5 generators | Water puddles apply Bleeding I | Center Structure, Rock Stand, Two-Story House, Boat | - | Loop structures and elevated stands rather than hard-hiding. Use building geometry to reset chase angles. | Push survivors into water puddles for Bleeding pressure and place traps on common structure loops. | - | |
| Ultimate Assassin Grounds | A mixed dojo-and-lake arena with caves, houses, a gate, and obstacle routes above water that slow movement. | Mixed structures | 5 generators | Lake and waterfall water apply Slowness II | Cave, Big dojo, Run-down dojo, Target practice area, Lake, Obstacle course above water, Connected brown houses, Gate | Sakura Ultimate Assassin Grounds | Strong loops include the cave and gate areas. Lure chases through slow water when you can cross safely and use elevation to avoid some attacks. | Cut off house and lake routes with abilities that block escapes. Elevated spots are often not high enough to fully avoid pressure. | - | |
| Work at a Pizza Place | A ruined Main Island take on Work at a Pizza Place with Builder Brothers' Pizza, dump, housing, and supplier areas under a dark red sky. | Mixed structures | 5 generators | - | Builder Brothers' Pizza, The Dump, Two Story House, Supplier Area | - | Loop the dining and counter areas, including broken-wall paths. Avoid isolation because evasion is the main defense. | Do not let survivors settle in the supply room loops. Trap common pizza-building routes and force open-ground rotations. | Work at a Pizza Place | |
| Yorick's Resting Place | A dark forest and cliff map with Yorick’s house, a graveyard, temple ridge, and purple acid rivers that damage both sides. | Mixed structures | 5 generators | Acid rivers apply Poisoned or Corrupted and Slowness effects | Yorick's house, Graveyard, Cliff with temple, Acid rivers | Halloween Yorick's Resting Place | The large footprint helps evasion if you avoid open ground and acid rivers. Cross on bridges and work as a team on generators. | Use river crossings as risky shortcuts, force cliff mistakes, and favor tools that punish long forest pathing. | - |
section
Dense compact maps
Short sightlines and frequent terror-radius pressure. Carnival attractions, factory floors, and tight battleground segments favor cornering, traps, and staying near teammates.
C00l Carnival
A dense carnival map with packed attractions, an exhibit, entrance, and Ferris Wheel, themed around c00lkidd’s takeover of a party layout.
- Layout
- Dense compact
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Entrance, Exhibit, Attractions, Ferris Wheel
- Variants
- Bluuworld
- Survivor notes
- Terror radius is frequent because the map is small and dense. Stick near teammates and use Ferris Wheel and van-side loops to reset chases.
- Killer notes
- Tight geometry favors cornering. Force survivors off the Ferris Wheel and pizza-van loops with unpredictable pathing.
- Based on
- Natural Disaster Survival Party Palace
Cake Factory
A mostly indoor factory map with cramped floors, incineration rooms, management lounge, and Giant Noob area based on Make a Cake.
- Layout
- Dense compact
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Plaza and Garage, Incineration Room, Main Factory Floor, Management and The Lounge, The Giant Noob Area
- Variants
- -
- Survivor notes
- Loop incineration rooms, shaping-station cover, and management or lounge paths. Use Gertrude’s Shelf near the rising station to break line of sight.
- Killer notes
- Cramped indoor routes help trapping. Cut off factory-floor loops and deny safe repair pockets in incineration and lounge areas.
- Based on
- Make a Cake
Classic Battlegrounds
A small two-segment map with elevated buildings, street tunnels, sewers, temple grounds, waterfall, and a golden-hammer statue.
- Layout
- Dense compact
- Objective
- 5 generators
- Hazards
- -
- Key areas
- Cave, Sewer grates, Library, Temple, Empty store, Sewers, Golden hammer statue, Waterfall
- Variants
- -
- Survivor notes
- Use elevation and tight structure paths to create distance. Expect frequent terror-radius pressure in the compact layout.
- Killer notes
- Trap cramped cave, sewer, and store routes. Clear sewer grates and cave pockets when survivors disappear.
- Based on
- Catalog Heaven battlegrounds
| Image | Name | Description | Layout | Objective | Hazards | Key areas | Variants | Survivor notes | Killer notes | Based on |
|---|---|---|---|---|---|---|---|---|---|---|
| C00l Carnival | A dense carnival map with packed attractions, an exhibit, entrance, and Ferris Wheel, themed around c00lkidd’s takeover of a party layout. | Dense compact | 5 generators | - | Entrance, Exhibit, Attractions, Ferris Wheel | Bluuworld | Terror radius is frequent because the map is small and dense. Stick near teammates and use Ferris Wheel and van-side loops to reset chases. | Tight geometry favors cornering. Force survivors off the Ferris Wheel and pizza-van loops with unpredictable pathing. | Natural Disaster Survival Party Palace | |
| Cake Factory | A mostly indoor factory map with cramped floors, incineration rooms, management lounge, and Giant Noob area based on Make a Cake. | Dense compact | 5 generators | - | Plaza and Garage, Incineration Room, Main Factory Floor, Management and The Lounge, The Giant Noob Area | - | Loop incineration rooms, shaping-station cover, and management or lounge paths. Use Gertrude’s Shelf near the rising station to break line of sight. | Cramped indoor routes help trapping. Cut off factory-floor loops and deny safe repair pockets in incineration and lounge areas. | Make a Cake | |
| Classic Battlegrounds | A small two-segment map with elevated buildings, street tunnels, sewers, temple grounds, waterfall, and a golden-hammer statue. | Dense compact | 5 generators | - | Cave, Sewer grates, Library, Temple, Empty store, Sewers, Golden hammer statue, Waterfall | - | Use elevation and tight structure paths to create distance. Expect frequent terror-radius pressure in the compact layout. | Trap cramped cave, sewer, and store routes. Clear sewer grates and cave pockets when survivors disappear. | Catalog Heaven battlegrounds |
section
Multi-level maps
Surface and underground layers on the same fortress. Vertical separation can mute audio cues, and killer-only lower entrances can catch survivors who never check the other floor.
Underground War
A two-layer fortress map with open red and blue surface halves plus a semi-enclosed underground level and killer-only lower entrances.
- Layout
- Multi-level
- Objective
- 5 generators
- Hazards
- Vertical layers can hide audio cues between floors
- Key areas
- Surface, Underground, Red Half, Blue Half
- Variants
- Memories Underground War
- Survivor notes
- You may not hear a killer on the other floor, so check vertical pressure constantly. Avoid underground dead ends and use entrance loops to create distance.
- Killer notes
- The lower layer is strong for trapping, and killer-only underground entrances can catch survivors off-guard. Abuse vertical audio separation while rotating floors.
- Based on
- Underground War
| Image | Name | Description | Layout | Objective | Hazards | Key areas | Variants | Survivor notes | Killer notes | Based on |
|---|---|---|---|---|---|---|---|---|---|---|
| Underground War | A two-layer fortress map with open red and blue surface halves plus a semi-enclosed underground level and killer-only lower entrances. | Multi-level | 5 generators | Vertical layers can hide audio cues between floors | Surface, Underground, Red Half, Blue Half | Memories Underground War | You may not hear a killer on the other floor, so check vertical pressure constantly. Avoid underground dead ends and use entrance loops to create distance. | The lower layer is strong for trapping, and killer-only underground entrances can catch survivors off-guard. Abuse vertical audio separation while rotating floors. | Underground War |
Public matches pick the next arena with map voting. The lobby gets a short ballot of public maps, everyone votes, and the winner loads. Private-server exclusives, VIP command maps, and upcoming arenas stay out of that everyday pool, so a name you only see in private play will not show up here as a normal vote option.
On every durable public map, the default objective is fill 5 generators. Generators spawn from each map's random pools, so the exact spots shift, but the count does not. Survivors win by finishing gens and lasting the pressure; killers win by cutting paths, trapping loops, and stopping that progress. Layout is the real skill check: wide outdoor maps punish open repairs, dense floors keep terror radius loud, and multi-level maps hide audio between floors.
Read the cards for layout, hazards, key areas, and the survivor/killer notes before you commit a vote. Hazards are map damage or slows that hit both sides when you step wrong: acid rivers, slow water, bleeding puddles, fountain Slowness, lava cracks, field hands, and the like. Some maps list none; that does not mean the chase is free, only that the floor itself is not trying to kill you.
Layout first, then role
- Open outdoor: long sightlines, fewer hard walls, big rotations. Survivors need structure pockets (hotels, temples, fortresses) so repairs are not pure open ground. Killers track easier and should force people off those safe props.
- Mixed structures: landmark buildings plus outdoor routes. Indoor loops and yard paths both matter; stair choke points and door funnels decide a lot of chases.
- Dense compact: short sightlines and frequent terror-radius pressure. Teammate play and corner control beat solo hide-and-seek.
- Multi-level: surface and underground layers. Vertical audio can fail you, so check the other floor before you assume the killer left.
Several maps also have aesthetic variants (same or very similar layout, different look): New Glass Houses, Bluuworld, Sakura Ultimate Assassin Grounds, Memories Underground War, and similar skins. Variants still count as public play; they are not separate arenas with new generator rules.
Common mistakes
Repairing the most open generator first on a flat map is how you gift free hits. On hazard maps, looping through water, acid, lava cracks, or bleeding puddles for a short cut often costs more than the distance you save. Underground on multi-level layouts, dead ends plus muted footsteps turn a calm repair into a trap. For killers, over-chasing across huge outdoor footprints burns stamina while the other gens finish; for survivors, splitting alone on dense carnival or factory floors means the terror radius finds you first.
Vote for the footprint you can play. Theme art is secondary to loops, sightlines, and hazards. Learn a few loops on maps you like, treat hazards as real pressure, and remember every public map still asks for those five generators.
FAQ
How does map voting work in Forsaken?
Between public rounds, the lobby votes on a short list of public match maps. The winning map loads as the next arena. Private-server exclusives and VIP-only maps are not part of that normal public ballot.
What is the main objective on Forsaken maps?
On durable public maps, survivors need to fill 5 generators. Generator positions come from each map's spawn pools, so spots shift, but the public objective stays the same.
Do map variants play differently?
Public aesthetic variants keep the same (or very similar) layout with a different look. They still use the normal generator objective. Treat them as skins of the base map, not brand-new arenas.
What do the layout groups mean?
Open outdoor maps favor long sightlines and open repairs. Mixed structure maps blend landmark buildings with outdoor paths. Dense compact maps keep chases close and terror radius loud. Multi-level maps stack surface and underground layers with vertical audio quirks.
Which maps have hazards?
Only some maps add floor or water pressure. Examples include fountain Slowness on Beach House Paradise, acid rivers on Yorick's Resting Place, bleeding puddles on Pirate Bay, slow lake water on Ultimate Assassin Grounds, lava cracks on Familiar Ruins, field hands on Horror Hotel, and vertical audio separation on Underground War. Cards mark hazards when sources list them.
Are private or VIP maps included?
No. This set covers public match maps that show up in normal play. Private-server exclusives, VIP command-panel maps, upcoming arenas, removed maps, and the lobby are out of scope.
Should survivors and killers vote the same way?
Not always. Survivors often prefer mixed buildings or multi-level routes with real loops. Killers often like open outdoor sightlines or dense floors that make cornering easy. Pick the footprint that fits your side and kit.





