Sudden Attack Zero Point Warehouse — Team Deathmatch CQB Guide
Industrial close-quarters TDM confirmed alongside Folk Village — loop control, off-angles, and aim drills.
Warehouse is the second Team Deathmatch map in Sudden Attack Zero Point’s Pre-Season pool, confirmed alongside Folk Village during Final Closed Beta and Early Access materials. Where Folk Village presents a Korean Folk Village aesthetic with three-lane mid pressure, Warehouse delivers industrial CQB — tight rooms, crate lines, and loop paths that reward spawn awareness and off-angle clears. Together they form the two-map TDM rotation documented on TDM Maps within the seven-map live pool on the Maps hub.
Use Warehouse when Folk Village queues feel stale or when you want to stress-test SMG and shotgun builds before Bomb Defusal on Metro, 3rd Supply Base, Provence, Cross Port, or City Cat. Full mode rules live on Team Deathmatch Guide.
Why Warehouse exists in the TDM pool
Nexon ships two CQB TDM maps at launch so players always have a frag-focused warm-up option:
- Folk Village — Dev Note #7 showcase; three-lane mid control — Folk Village guide.
- Warehouse — Industrial loop layout; junction cuts and ring running.
TDM ignores round economy — perfect for testing weapon parts without bomb loss pressure. Bot TDM on Warehouse is covered in Practice & Bots.
Layout archetype — ring / loop CQB
Warehouse likely follows the circular path TDM archetype where players run a loop of rooms and re-enter fights from behind:
Cut the ring: Hold a junction where two loop segments meet. You see enemies before they see your back.
Avoid the death ball: Running with the entire lobby in one choke creates random trades. Peel off after one kill and take an off-angle on the respawn path.
Vertical slices: If Warehouse includes stairs or platforms, control height for head-glitch angles. Drop down after getting a pick to reset the duel on equal footing.
Crate lines: Industrial maps often use box stacks for cover — pre-aim head height at crate corners, not floor level.
Positioning table
| Concept | Warehouse application |
|---|---|
| Junction control | Hold where two loop paths merge |
| Off-angle after kill | Reposition — reload in open gets punished |
| Sound discipline | Shift-walk before flanking a camping lane |
| Secondary test | Safest place to trial pistols before SP commits |
| Part validation | Match SMG handling to CQB in Loadout Planner |
Weapon recommendations
Warehouse favors close-range primaries similar to Folk Village:
- P90 — Large magazine for loop snowballs; Dev Note #7 meta SMG — Best Loadouts.
- MP5-class — Budget SMG flex while grinding exclusives.
- Shotgun — Punishes players who death-ball chokes.
- Pistol secondary — Practice force-buy accuracy for bomb eco rounds later.
Rifles work on any longer Warehouse sightlines but lose to SMGs in pure loop segments — see Tier List.
Warehouse vs Folk Village
| Factor | Warehouse | Folk Village |
|---|---|---|
| Theme | Industrial / storage | Korean Folk Village |
| Layout | Ring / loop CQB | Three-lane mid |
| Dev footage | CBT confirmed | Dev Note #7 showcase |
| Best weapons | SMG, shotgun | P90, SMG, rifle on right lane |
| Pairing | Alternate when queues stale | Default warm-up map |
Run both maps weekly so spawn timing does not hard-lock to one layout.
Translating Warehouse skill to bomb maps
Warehouse door clears mirror interior stack bomb archetypes on maps like 3rd Supply Base and sections of Cross Port:
- Slice the pie at doorways — same skill as site entries in Bomb Defusal Guide.
- Trade-chain refrags in loop junctions = retake logic on bomb sites.
- Economy still only matters in bomb — do not force-buy habits from TDM into Metro ranked-style queues.
Warm-up routine
- 5 min bot TDM on Warehouse — map geometry without pressure.
- 10 min live TDM — one junction per life; track deaths to spawn flips.
- Compare to Folk Village — note which build handles both CQB maps.
- Bomb queue — apply CQB pre-aim to Bomb Defusal Maps.
Characters on Warehouse
All launch operators work identically — pick readable silhouettes in chaotic loop fights. Colorful operators like Red Wind help teammates track you in death-ball lobbies; neutral picks like Judith Hawk reduce visual clutter.
Future TDM content
The 2026 Roadmap promises additional modes and maps through Seasons 1–3, including Vampire Mode in Season 2. When new TDM layouts ship, we extend TDM Maps and link patch notes from Updates.
Related pages
- Folk Village — sibling TDM map
- Team Deathmatch Guide — mode rules
- Maps hub — seven-map overview
- Practice & Bots — bot TDM path
- Getting Started — first-hour setup
Frequently Asked Questions
Quick answers to the most common Sudden Attack Zero Point questions.
Was Warehouse in Sudden Attack Zero Point Closed Beta?
Yes — Warehouse and Folk Village were confirmed as the two TDM/CQB maps alongside five bomb defusal layouts. See Final CBT Recap.
Is Warehouse a bomb defusal map?
No. Warehouse is Team Deathmatch only. Bomb maps include Metro, City Cat, 3rd Supply Base, Provence, and Cross Port — Bomb Defusal Maps.
Which weapons work best on Warehouse?
SMGs and shotguns dominate loop chokes; test P90 builds from Best Loadouts. Rifles suit any longer industrial sightlines.
How is Warehouse different from Folk Village?
Folk Village uses three-lane mid control with Korean Folk Village theming. Warehouse is industrial loop CQB — see both guides and TDM Maps.
Can I practice Warehouse with bots?
Yes. Bot Team Deathmatch supports TDM map rotation. Setup on Practice & Bots and Getting Started.
Does Warehouse count for Playtime events?
TDM minutes typically count toward Playtime tiers. Confirm live rules on Events & Rewards during Pre-Season.