The battlefield revolves around control of an old but vital fort located in a valley, with both bases separated by hills. A Tiberium Silo lies on a path, the Medical Center lies on the other side, and below the fort, the main bunker with the Fort's Master Control Terminal is waiting to be reactivated.
Infantry paths: Each base has two landslides leading up to the sniping plateaus, which include trees and a bunker for cover; furthermore, each base possesses two tunnel entrances that lead to the Fort's subterranean chambers.
Infantries are able to move around inside the Fort and the Medical Center, walk up to the upper floor, climb to the tower and, for the former, drop down to the bunker chamber by ladder. There is also another sniping plateau located near the Silo and a short tunnel connecting the Silo and the main vehicle path just below the plateau.
The Medical Center can only be reached by infantry, since concrete walls and tank blockades deny vehicle passage to the area around it.
Vehicle paths: Vehicles leave the base through their bases' single entrances and drive around the Fort; they can also drive towards and around a rock and eventually the Silo on the left (right for Nod).
Mystery Crates: One appears on the top tower of the Fort, another appears on the top tower of the Medical Center, two more appear in the vehicle paths that flank the Fort, one on the Silo'a side and the other on the Medical Center's side. A crate also appears in the tunnel below the hill in between the Silo and the Fort. The last crate appears in the Fort's subterranean chamber.
Harvested Tiberium field: each faction harvests the field near their Refineries.
Due to the bases having a single entrance, taking control over the field is paramount in order to siege the enemy base. The central zone is composed mostly by the area around the Fort, and possibly the paths near the Silo in order to keep it secured.
A strong infantry force in the Fort's subterranean chamber or near the opponent base tunnel exits will keep enemy infiltrators away and secure the Fort. Positioning both vehicles and infantry battalions near the chokepoints of the opponent base will pressure them and deny them the benefit of tech buildings.
Snipers can be stationed on the tops of the Fort or Medical Center or on the top of the plateau to finish any infantries that slipped past vehicles.
Note that players will still be able to purchase a basic Sniper (Deadeye for GDI/Black Hand Sniper for Nod) for 1000 credits, if their infantry production building has been destroyed. Such exception only applies to this map.
There are three possible entrances to each base: the tunnels and the central path. Tunnels have several cover, from pillars to crates, and lead near each base's production buildings. The central path is most likely going to be a high traffic place, albeit if lucky, one can jump on the rock rails, climb the hills, and hide behind the trees and bushes on the sniping plateau.
When going through the center of the map, the Fort has plenty of cover for infiltrators. Another ideal sneaking spot is the plateau located near the Silo. While waiting inside the enemy base, one can hide either behind the few trees scattered on the edges of the base or in the aforementioned sniping plateaus.
Since the buildings in this map are very far from each other, Superweapon Beacons have a higher chance of success as opponent Engineers that respawned on other buildings will have to run a long way before reaching the beacon. Stealth Tanks may hide in the enemy base's Tiberium field, albeit the paths in the base are quite small, so caution is advised while moving towards the rendezvous area.
Laslty, Stealth Tank drivers should be on lookout for Anti Tank Mines placed on the entrance of the base.