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WARDOGS Ozeti map guide: the hill town

WARDOGSMapsUpdated 2026-09-20

Ozeti is a hill town: low buildings, a church on high ground and a walled stadium, all ringed by orchards and dry fields with almost no cover. It is 16x16 km with a randomised 2x2 km slice per match. The town gives you walls and rooms to fight from; the ring around it gives you almost nothing, which is why the approach is the most dangerous part of the match. Reach the buildings, hold the church height or the stadium walls, and fight for the Control Zone from cover.

The map at a glance

Ozeti is the built-up map without being a city. It is a hill town of low buildings, with two standout structures: a church on high ground and a walled stadium. Around the town is a ring of orchards and dry fields — the orchards give scraps of concealment, the fields give almost nothing. The full area is 16x16 km (256 km²), but a match only uses a randomised 2x2 km slice, so you might draw the town core, an edge where buildings give way to open ground, or a mix.

The mode is the same three-faction King of the Hill described on maps and modes; this page is about how it plays on Ozeti.

How Ozeti plays

Ozeti is defined by a hard line between cover and no cover. Inside the town you have walls, rooms, alleys and rooftops. Step outside into the orchards and fields and you are exposed. That split shapes everything:

The practical takeaway: do not cross the open casually. Plan the approach, use what orchard cover exists, move with smoke or a vehicle if you can, and time your crossing for when the defenders are looking elsewhere.

The control-zone and Hot-zone fight

Every objective is the same shape everywhere: a 500 m circle, an 85 m Control Zone inside it, and a 170 m Hot Zone that roams within the Control Zone. Standing in the Hot Zone makes you count double for your faction and pays bonus cash on teamplay actions. Full rules on the Hot Zone page.

On Ozeti that 85 m circle usually sits in or against the buildings, and the fight for it is a close-quarters, cover-dependent one:

Drill towers and the code

Three drill towers sit in the zone area. Capture one from inside and it reveals one digit of a code; learn the whole code, enter it, and the tower activates, pulling the Hot Zone onto it for three minutes before a 15-minute cooldown. The roofs also spawn loot.

On Ozeti the towers add vertical fights to a map that already rewards height:

Bases and vendors

Each faction has an HQ base at the map edge: a spawn, a deployment board, and equipment and vehicle vendors inside a roughly 480 m safe zone. On Ozeti the base is usually out past the open ring, which makes the buy decision partly a transport decision: a vehicle can carry you across the exposed orchards and fields faster than you can run them, but it also draws fire on the way in.

Buy for survival on the approach — armour, smoke, transport — rather than for a loadout you will lose crossing a dry field. How payouts and positioning interact is covered on the Hot Zone page.

The objective rotation

The objective location rotates between named variants on Ozeti. A variant on the church high ground is a fight for height and sightlines; one at the walled stadium is a fight for a fortified enclosure with defined entry points; one out toward the orchards or fields turns the whole match into an exposed-approach problem with little to hold. Check the variant before you move — the right approach into a stadium-centred fight is not the right approach into a church-centred one.

Practical strategy

Artillery on Ozeti

Ozeti's high ground makes indirect fire matter, but differently from Bakurani. The church height and the general rise of the hill town mean you are often firing between different elevations, and the open ring around the town gives artillery clean, coverless targets:

Range off the artillery calculator and correct for elevation, and use a spotter who can see the open ground the shells are landing on.

A note on Early Access

WARDOGS is in Early Access and Ozeti is still being worked on: objective variants, spawns and building layouts can change between updates. Treat this guide as the shape of the map rather than a fixed set of callouts, and for a full interactive view use a community map tool. This page is updated as the map settles.

FAQ

What kind of map is Ozeti?

A hill town of low buildings with a church on high ground and a walled stadium, ringed by orchards and dry fields with almost no cover. It is 16x16 km with a randomised 2x2 km slice per match.

What is the most dangerous part of an Ozeti match?

The approach into the town. The surrounding orchards and dry fields offer almost no cover, so crossing open ground to reach the buildings is where players are most exposed.

What are the key holds on Ozeti?

The high ground at the church and the walls of the stadium. Both give protected positions overlooking the town and the Control Zone.

How do drill towers work on Ozeti?

Capture a tower from inside to reveal a digit of a code; enter the full code to activate it, which pulls the Hot Zone onto it for three minutes before a 15-minute cooldown. Tower roofs also spawn loot.

Is Ozeti finished?

No. WARDOGS is in Early Access and the maps are still changing, so treat callouts and layouts as provisional and use a community map tool for a full interactive view.

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