Hunt: Showdown Maps and How They Change a Match
Four maps, roughly a kilometre square each, sixteen compounds. Why the map decides your route before the first clue.
The four
Stillwater Bayou is the water map. Bayou channels separate compounds, bridges and boats become chokepoints, and any fight near water is a fight about crossing rather than shooting. Lawson Delta is the industrial and rail map. Open ground between compounds makes long approaches dangerous, and the compounds themselves are dense enough that once you are inside, the range collapses. DeSalle is the town map. Tighter spacing, more multi-storey buildings, more vertical angles, and a much higher chance that a fight happens at ten metres. Mammon’s Gulch is the Colorado map added with the 1896 relaunch. Rock, elevation and mine structures replace the swamp, so sightlines run long and height matters more than walls.
What map choice actually does to a squad
It sets the range band. On DeSalle your fights are close and fast, so a slow rifle plus a shotgun is a coherent pair. On Mammon’s Gulch a shotgun is dead weight for the four minutes before you reach a compound, and the team that brought two of them is at the mercy of anyone holding a ridge. It also sets how loud a rotation is. Water and gravel make noise; mud and grass do not. The sound cues page explains how far a footstep actually carries, and on Stillwater a careless crossing tells the whole server where you entered.
Clues and the reveal
Each map spawns one or two bosses. Clues narrow the search: the map greys out regions as you collect them, and the boss compound is revealed once you have enough. Three clues is the standard answer, and the grey-out is worth more than the clue itself — a shrinking search area is a map of where the other teams are converging. Squads that treat clues as a race usually arrive first and die to a team that arrived second and heard them coming. Squads that treat clues as a filter arrive later, with information.
Rotation, not route
The habit that separates good players is planning a loop rather than a line: compound A to compound B to extraction, with the boss compound somewhere in the middle. A loop means you never walk back through ground you already made noise on, which on every one of the four maps is the most common way a squad gets third-partied. The compound reading page covers what to look for as you enter one.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- Hunt: Showdown 1896 on Steam — patch notes, current season, and authoritative game data.