The Map (Currently named street_test) is where matches take place in Deadlock. It is a small segment of the game's version of New York City, and is where the Heroes fight to complete The Ritual and summon their respective Patron.

Overview

Layout

 
A Juke Room, with a shadow figure in its doorway

The map is divided into four distinct lanes; York Avenue (Yellow Lane), Greenwich Street (Green Lane), Broadway (Blue Lane) and Park Avenue (Purple Lane). Outside of these lanes are a series of tunnels, alleyways and buildings that sometimes contain Gold Urns, crates and the neutral Denizens. In each lane, a zipline extends from both bases directly overhead, with each having the color of the corresponding lane.

Across the map in various locations players can find Gold Urns and destructible boxes. While the boxes have a 40% chance to drop souls, Gold Urns have a chance to drop permanent stat bonuses, such as spirit power or weapon damage. They spawn 3 minutes into the game and will respawn 3 minutes after being destroyed.

Outside of the lanes is an area of the map called the jungle, which is home to the neutral Denizen camps. Denizens are alien-like entities that appear in groups and will attack when provoked. They come in three different sizes: small, medium and large, and drop souls the larger they are. Being neutral units, both teams can attack the same denizen camps, and they will be aggressive to their attackers no matter which team they are on.

Juke Rooms

Juke Rooms are small dead-end tunnels located in specific points around the map. They are marked by a shadowy figure standing in their doorways. Juke Rooms - as implied by their name - are most often used to hide or corner enemies, as they have only one entrance. The doorway shadow also acts as a warning for fleeing players that they are about to walk into a dead-end.

Objectives

 
A player, upon pinging a lane, has their hero state which lane they are headed to.

In each lane on either team there are a series of powerful, defensive structures that must be destroyed in order to reach the enemy base. The first is the Guardian, followed by the Walker and finally a pair of weaker Base Guardians. In each team's base are two Shrines, which must be destroyed in order to attack the main object: the Patron. The Patron has two phases, and will shift to the second one after the first phase has been defeated. Destroying the now weakened Patron is the condition for winning a match.

In the very middle of the map is a second major objective known as the Mid-Boss. It is a large alien creature similar to the Denizens, possessing a very large health pool, a constantly regenerating shield and a highly dangerous laser beam. After being slain, it will spawn a Rejuvenator Crystal that can be claimed by either team. The claimer's team will be bestowed with the Rejuvenation Credit buff, granting them special effects.

Map Icons

Special locations on the map can be identified by the following icons.

Map Icons
Icon Location Spawn Time Respawn Time Count
  Shop 0 minutes 10 (2 secret shops, 8 lane shops)

 

Easy Camp 2 minutes 4 minutes 6

 

Medium Camp 7 minutes 6 minutes 26

 

Hard Camp 7 minutes 8 minutes 8
  Mid-Boss 10 minutes 7 minutes 1

 

Sinner's Sacrifice 10 minutes 5 minutes 4

 

Soul Urn 10 minutes 5 minutes 1

 

Powerup Buff 10 minutes 5 minutes 2

Map Timings and Events

2:00

  • Easy Neutral Camps
    • Respawn Time: 4 minutes after all creeps in camp are defeated.
    • Count: 6

3:00

  • Gold Urns
    • Respawn Time: 3 minutes after being broken.
    • Buffs Granted:
      • 1.5% Fire Rate
      • 4% Ammo Capacity
      • 0.75% Cooldown Reduction
      • 3% Weapon Damage
      • +15-20 Health
      • +2-3 Spirit
  • Crates/Boxes
    • Drops: Unsecured souls (50-100 on average, scales with game time).
    • Usage:
      • Unsecured souls can be spent immediately and will convert to reliable souls over time.
      • If you die with unsecured souls, they drop as a soul urn. Picking up the urn grants the unsecured souls.
      • Neutral creeps ("denizens") also drop unsecured souls.

7:00

  • Medium Neutral Camps
    • Respawn Time: 6 minutes after all creeps in camp are defeated.
    • Count: 26
  • Hard Neutral Camps
    • Respawn Time: 8 minutes after all creeps in camp are defeated.
    • Count: 8

10:00

  • Troopers
    • Soul Rewards:
      • The initial kill on a Trooper no longer grants Souls. Instead, all souls are contained in the Soul orb, which can be denied.
      • Souls from Troopers are no longer doubled for 2 or more players in lane. Instead, all souls are divided evenly.
  • Runes/Powerup Buffs
    • Spawn and Respawn: Every 5 minutes thereafter.
    • Example: If picked up at 14:55, a new rune will appear at 19:55.
    • Note: Multiple runes can be present simultaneously, and their status can be checked via the mini-map icon.
  • Mid Boss
    • Buff Granted: 3-minute Rejuvenator buff.
      • Effects:
        • Reduces respawn time (possibly by half) for the next death.
        • Grants additional health (and possibly damage and fire rate) to lane creeps.
        • If you are dead when your team obtains the Rejuvenator, your respawn time will be reduced.
      • Respawn Time: 7 minutes after being defeated.
  • Soul Urn
    • Descent: Begins at 10:00 and rotates to each side of the map.
    • Landing Time: Every 5 minutes after 10:00.
      • Example: 10:30, 15:30, 20:30, etc.
  • Sacrifice Machines
    • Effects: Has 10 health and can only be damaged with melee attacks. Weak melee attacks will do 1 point of damage and strong melee attacks will do 2. Each hit will deal 40 points of damage to the attacker but grant some amount of souls. After all health is removed the machine is destroyed and additional souls are dispensed.
    • Respawn time: 5 minutes after being destroyed.
    • Count: 4 locations (some locations have 2 machines).

15:30

  • Gold Urn Buffs
    • Buffs Granted:
      • 2% Fire Rate
      • 6% Ammo Capacity
      • 1% Cooldown Reduction
      • 4% Weapon Damage
      • +20 Health
      • +3 Spirit

Territory

An important part of Deadlock is managing the clash of troopers that occurs in each lane. Killing enemy troopers allowing allied troopers to move further into the lane extends the zipline available to your team on that lane. The ziplines on the map will show how far a lane is "pushed" towards the enemy base, how far the zipline can take the player, and if any lanes are in need of help with a quick glance. Teleporters can be used to quickly traverse the map horizontally.