
DummyWar has two maps at the moment, and they are different games. One is a dense town built for close fights; the other is a huge trench front line built for long ones.
EasternBattle
EasternBattle arrived as the biggest update the project had, several times larger than the map before it. It is a post-Soviet town and it does not hide what that means:
- Large post-Soviet buildings — grey apartment blocks, harsh architecture, the feeling of a real war zone rather than a shooting gallery.
- Courtyards — enclosed spaces between buildings where fights happen at close range and any corner can hide an enemy.
- New buildings and cover — more places to dig in, wait out incoming fire, or set up an ambush.
- Flanking routes — every part of the map calls for its own approach, so holding a position in front is not the same as holding it.
The scale changes the pace of combat entirely. In a courtyard fight, the squad that reacts first wins, because there is no distance to recover. The quad bike is available here too, and it is the fastest way to cross the open ground between the blocks.
Dead Ground
Dead Ground is a 360 × 360 meter open steppe along a trench front line, built with fields cut by scorched tree lines that have been fought over for months. The developer drew the inspiration from modern battlefields in Ukraine, and the map is packed with the things that produces:
- Two trench lines facing each other, with firing positions, communication trenches, dugouts, sandbag emplacements and camo nets.
- No man's land pitted with thousands of craters. Some are flooded, and the dry ones make excellent cover.
- Obstacles — barbed wire, dragon's teeth and anti-tank hedgehogs.
- Scorched tree lines with charred trees, fallen trunks and dry weeds.
- A destroyed village with burned-out houses, sheds and dead orchards.
- A burned-out convoy on the road and knocked-out armoured vehicles in the fields.
The atmosphere does a lot of work: an overcast autumn sky, haze, crows, and the distant sound of explosions, rockets and faraway gunfire. The view stretches all the way to the horizon, with villages, a grain elevator, power lines and a town of Soviet-era apartment blocks visible in the distance.
It is also the largest battlefield in the game and the one the vehicles were built for. Long sightlines reward the buggy's zoom sight and the BTR's periscope, and the open ground gives the FPV drone operator room to work.
Choosing between them
- Want to learn the combat? EasternBattle. Short fights, clear feedback, everything close enough to see.
- Want to watch the physics work? Either, but Dead Ground gives explosions and vehicles much more room to throw bodies around.
- Want to use vehicles and drones? Dead Ground, without question.
- Want to fight indoors? EasternBattle, and use its courtyards to cut your sightlines.
- Want a long match? Dead Ground. Its capture points and its supply crates are spread far enough apart to make a run a genuine commitment.
Both maps work with the same systems — the order wheel, the medical role, the RPG gunner and the drones all travel between them. The difference is the question they ask: how do you win a room, or how do you win a field?