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 approach is the killing ground. Getting from a base or a spawn into the town means crossing open orchards and dry fields with almost no cover. This is where most players die, picked off before they ever reach a building.
- The town is a knife fight. Once you are among the low buildings, ranges collapse. Firefights are short, corners matter, and demolition and grenades earn their place.
- Height decides who sees whom. The church on its high ground looks down over the town. Whoever holds it sees rotations coming and can punish the open approaches.
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:
- Walls are your count. Bodies inside the Control Zone score, and in a town you can keep those bodies alive behind walls far more easily than in the open. A squad dug into buildings on the point beats attackers trying to cross open ground to reach it.
- The Hot Zone moving is the crisis. As the 170 m Hot Zone roams inside the Control Zone it can drift from a solid building into a courtyard, a street or the edge of the open ground. When it moves into cover you hold, press it; when it drifts into the open, weigh whether the double count is worth the exposure.
- The church and stadium overlook the point. If your slice puts the church height or the stadium walls above the Control Zone, controlling them lets you fire down onto the point and the approaches to it. Losing them means the enemy does that to you.
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:
- Rooftop loot means going high in an exposed place. Climbing a tower for its roof loot puts you above the low buildings and in view of the church and any high holds. Go up fast, grab it, come down.
- Pulling the Hot Zone into your buildings. Activating a tower you hold, surrounded by cover you control, drags the double-count Hot Zone into your strongest ground. On a map where cover is everything, that is a decisive play.
- Coordinate the digits. Post digits in team chat and activate on the squad's timing, not the instant you have the code.
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
- Solve the approach first. Before anything else, work out how you cross the open ring alive: orchard cover, smoke, a vehicle, or a crossing timed to enemy distraction.
- Grab height early. If the church high ground is in your slice, contesting it early pays off for the rest of the match. The stadium walls are the second prize.
- Fight from rooms, not streets. Bodies alive in cover inside the Control Zone score; bodies caught in the open do not.
- Use the towers to pull the Hot Zone into your buildings. Held tower plus full code plus a set squad is the strongest sequence on Ozeti.
- Bank in the Hot Zone. Do your captures and revives inside the Hot Zone for the bonus cash, but not at the cost of standing in the open to do it.
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:
- The open approaches are ideal artillery ground. Enemies crossing the orchards and dry fields have nowhere to hide from shells. A gun ranged onto the open ring can break an approach before it reaches the buildings.
- Mind the elevation difference. Firing up onto the church height tends to fall short and firing down off it tends to carry long, so adjust the range you dial for the height gap rather than trusting a flat figure.
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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