What maps are in TTK Testing?
A verified list of map names and layouts is not available from the official sources used here. The live title is TTK Testing [MAP VOTING], so map voting is part of the current public presentation, but that does not prove a specific count or rotation. Use the in-game vote and loading screens as the current source for what is playable.

Read the map in the first minute
Do not try to memorize the whole level at once. Find one route from your starting area to a recognizable central point, then learn the nearest piece of hard cover and one safe way back. That gives you a useful mental anchor even if you are eliminated before seeing the far side of the map.
TTK Testing is currently described as an eight-player public FFA test. In FFA, danger can arrive from more than one team direction, so a strong angle is not simply one with a clear target. It also needs an exit or cover from the side you are not watching.
- Notice the direction you face when you enter play and pick one visible landmark.
- Follow one route until it reaches an open crossing, central room, or major junction.
- Mark the last solid cover before that exposed space.
- After a fight, note where the other player entered and where they escaped.
- Repeat the same route once before exploring a different side of the map.
Check an angle before committing
Use a short checklist whenever you reach an unfamiliar corner. It reduces the habit of walking into the same exposed position repeatedly. Q and E are the confirmed lean controls, while C crouches. Those actions can help you inspect a lane, but they do not make unsafe cover safe.
Lean only when the wall actually protects part of your position. If the surface is too far away or the angle exposes another side, step back and choose a different line. Keep M2 aiming for the moment you need a precise sight picture rather than remaining fixed in a narrow view while moving through unknown space.
| Map question | What to look for | Decision |
|---|---|---|
| Can two directions see me? | Side openings and upper angles | Cross quickly or choose another route |
| Can I leave after firing? | Door, corner, or hard cover nearby | Fight only with a usable exit |
| Is the cover real? | A solid object between you and the lane | Do not rely on visual clutter |
| Have players repeated this path? | Several fights from the same entrance | Pre-aim the entrance, then relocate |
Make one useful map note after each round
A useful note records a decision you can repeat. It does not need an unofficial map name or a full overhead image. Use the same five fields until the route becomes familiar.
Landmark
What object tells you where you are?
Approach
Which route brought you to the fight?
Hard cover
What actually blocked incoming fire?
Exit
Where can you move if the angle fails?
Second threat
Which side remained exposed while you aimed?
Keep it honest: repeated contact points are observations, not guaranteed spawn locations. Recheck them after a map or mode update.
Use map voting to learn faster
When a familiar option appears in the in-game vote, choosing it again can be more useful than selecting a new environment every round. Repetition lets you compare routes, cover, and common contact points while keeping the layout constant. When you can move through that map without guessing, start learning another option.
Do not attach unofficial names, exact rotations, or fixed spawn rules to a screenshot alone. Record what the current build shows and be ready for it to change. The title confirms map voting, but it does not establish how often each map appears or whether every option is permanent.
- Learn one reliable route before trying to cover the entire map.
- Treat repeated fight locations as clues, not guaranteed spawns.
- Recheck routes after updates or visible layout changes.
- Use the new-map guide when an unfamiliar vote option appears.