Zestafona is the industrial map: a North-American sprawl on a river bend of warehouses, offices, apartment blocks, two large factories, train sheds, water towers, a bridge, a bus depot and scrap and shipping yards. Natural cover is only low scrub, so you rely almost entirely on man-made structures. It is 16x16 km with a randomised 2x2 km slice, and the objective rotates between Default (east), Water Treatment (north) and Houses (southwest). Fight for the Control Zone from inside the buildings and use the towers to pull the Hot Zone into ground you already hold.
The map at a glance
Zestafona is concrete and steel. It is a North-American industrial sprawl built on a river bend, and it packs in more distinct structures than either other launch map: warehouses, office buildings, residential and apartment blocks, two large factories, train sheds, water towers, a bridge, a bus depot, and scrap and shipping yards. What it does not have is natural cover — only low scrub grows here, so almost every piece of cover you use is a man-made structure.
The full area is 16x16 km (256 km²) and a match uses a randomised 2x2 km slice, but on Zestafona the slice you play is tightly tied to which objective variant is live (below). The mode itself — three factions, the tick bar, first to 100 — is on maps and modes.
How Zestafona plays
Because cover is man-made, structures are territory. Holding a warehouse, a factory floor or a block of flats is holding cover; the gaps between them — yards, rail lines, the open ground by the water — are where you are exposed. That gives Zestafona a rhythm of fighting building-to-building and being careful in the open between them:
- Rely on structures, not the ground. Low scrub will not save you. Plan movement building to building, using loading bays, sheds and yards as your cover chain.
- Verticality is real. Offices, apartment blocks, factories and water towers give height. Rooftops and upper floors overlook the yards and approaches, so clearing and holding them matters.
- The river bend and bridge channel movement. Water on the bend limits where you can cross; the bridge is a natural chokepoint and a natural ambush.
The objective variants
Zestafona is the one launch map whose objective rotation is named by area, and each variant changes the fight:
- Default (east) — densest warehousing. The east side, packed with warehouses, is the classic Zestafona fight: lots of interior cover, tight lanes between big buildings, and a Control Zone you can dig into hard.
- Water Treatment (north) — most open. The northern water-treatment area is the most exposed objective on the map, with more open ground between structures. Approaches are riskier and long-range fire and artillery matter more here than in the warehouses.
- Houses (southwest) — close-quarters. The southwestern residential area is a close-quarters fight through blocks and homes, where rooms, corners and demolition decide it.
There is also a Small Factory on the map, but it is never the objective — useful as a landmark and a source of cover, not a place to expect the zone.
The control-zone and Hot-zone fight
Every objective is the same shape: a 500 m circle, an 85 m Control Zone inside it, and a 170 m Hot Zone roaming 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 Zestafona the fight for that 85 m circle is a structure fight, and it changes with the variant:
- In Default warehousing, the Control Zone sits among big interior spaces. Bodies dug into warehouses on the point are hard to shift; the fight is about clearing buildings, not open duels.
- In Water Treatment, the zone is exposed. Holding it means controlling the few structures that overlook it and screening the open approaches, because there is little cover on the point itself.
- In Houses, the zone is a room-by-room grind where the Hot Zone drifting between buildings can flip which faction has the better cover from moment to moment.
Across all three, the same logic holds: bodies alive inside the Control Zone score, and man-made cover is what keeps them alive. As the 170 m Hot Zone roams, press it when it sits in structures you hold and be wary when it drifts into a yard or open lane.
Drill towers and the code
Three drill towers sit in the zone area. Capture one from inside to reveal 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 a map already full of tall structures, the towers add another layer to the vertical game:
- Rooftop loot in a vertical map. The tower roofs are worth taking, but on Zestafona they compete with office roofs, factory tops and water towers for sightlines — expect the climb to be contested from other high ground.
- Pull the Hot Zone into your buildings. Activating a held tower drags the double-count Hot Zone into structures you control, which on the open Water Treatment variant especially can be the difference between a hold and a rout.
- Coordinate the digits. Post them in team chat and activate on the squad's timing.
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. Zestafona's road-and-yard layout makes it a good map for vehicles to move squads and supplies between structures, but the same open yards and the bridge make those vehicles easy to ambush.
Buy for the variant you have drawn: interior kit and demolition for Default and Houses, longer-range options and transport for the open Water Treatment. Payouts and positioning are covered on the Hot Zone page.
Practical strategy
- Move building to building. Never cross a yard, rail line or open lane you have not checked; the low scrub will not hide you.
- Own the height near the point. Office roofs, factory tops and water towers overlook the Control Zone and its approaches — take them and deny them.
- Play the variant. Warehouse-clearing kit for Default, close-quarters and demolition for Houses, range and cover discipline for Water Treatment.
- Use the bridge and river bend deliberately. They channel the enemy; hold or watch the crossings rather than being caught on them.
- Pull the Hot Zone into cover. A held tower plus the full code plus a set squad drags the double-count Hot Zone into your structures.
- Bank in the Hot Zone. Do captures and revives inside the Hot Zone for the bonus cash where the cover lets you.
Artillery on Zestafona
Zestafona is flatter than the valley or the hill town, so elevation matters less and line of sight through structures matters more. Indirect fire is about reaching over and between buildings onto targets you often cannot see directly:
- Water Treatment is the artillery variant. Its open ground gives shells clean targets with little cover, so a gun ranged onto the northern approaches can break a push there.
- In the dense warehousing and houses, structures block and absorb fire; you are shelling yards, lanes and rooftops rather than protected interiors, and a spotter with eyes on the fall of shot is essential.
Range off the artillery calculator, and because the ground is relatively level, trust the flat-ground figure more here than on Bakurani or Ozeti — the bigger variable is whether a building is in the way.
A note on Early Access
WARDOGS is in Early Access and Zestafona is still being worked on: objective variants, spawns and structure 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 Zestafona?
A North-American industrial sprawl on a river bend: warehouses, offices, apartment blocks, two large factories, train sheds, water towers, a bridge, a bus depot and scrap and shipping yards, with only low scrub for natural cover. It is 16x16 km with a randomised 2x2 km slice per match.
What are the objective variants on Zestafona?
Default in the east (densest warehousing), Water Treatment in the north (most open), and Houses in the southwest (close-quarters). A Small Factory exists but is never the objective.
Where do you take cover on Zestafona?
Man-made structures. Natural cover is only low scrub, so warehouses, offices, blocks, sheds and yards are what you fight from and behind.
How do drill towers work on Zestafona?
Capture a tower from inside to reveal a digit of a code; enter the full code to activate it, pulling the Hot Zone onto it for three minutes before a 15-minute cooldown. Tower roofs also spawn loot.
Is Zestafona 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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