MM2 of The Locust maps as observed on 2026-09-04 ship a small rotating roster of indoor and rooftop arenas inside Universe 10576739951. Keys tend to spawn in mid-room props and on ledges rather than tucked corners, and the three hide spot categories that matter most are rooftop cubes, lockers, and gaps behind walls. No map list is announced as final, and the full roster remains unconfirmed by the creator as of 2026-09-04.

The MM2 of The Locust map roster as of 2026-09-04

Map (as observed 2026-09-04 pre-alpha)SettingNotable props
Schoolhouse HallIndoor corridor with classroomsLockers, stairwell gap
Brick PlazaMixed indoor-outdoor brick courtyardRooftop cubes, alley gaps
Backlot WarehouseWide warehouse with forklift propsCargo crates, behind-wall gaps
Rooftop RowOutdoor rooftop courseRooftop cubes, vent covers

Why map layouts matter for survival

The roster is intentionally small during pre-alpha so the creator can tune the 30-key collection loop and the dropped-gun phase on a fixed set of layouts. Each map supports the same round phases: lobby, drop, key collection, Locust reveal, dropped-gun pickup, and final escape. Map layout decisions are scoped to those phases. Innocents and the Sheriff win by escaping the Locust and grabbing the dropped gun, so map geometry decides everything. Tight corridors favor the Locust because line-of-sight is short and sprint cooldowns barely matter. Open rooftops favor survivors because rooftop cubes give a clean line of sight for the gun pickup, and gaps behind walls create off-angle hiding positions that the Locust cannot check instantly. Players who memorize the rooftop cubes and lockers on each map can cut seconds off their key route, which is the difference between grabbing the dropped gun first and being caught in a corner. Map knowledge is therefore a stronger survival tool than raw sprint timing during pre-alpha.

Key spawn behavior across MM2 of The Locust maps

Keys spawn in fixed prop nodes per map, not randomly. The pattern observed on 2026-09-04 favors ledges on rooftop cubes and vent covers where the key sits in plain sight; mid-room props such as desks, lockers, and forklift seats that read as natural quest items; and floor props inside doorway frames where a key tends to drop beside the door rather than behind it. The 30-key side objective rotates between these nodes, so a route that hits two rooftops and one indoor desk room per round is a reasonable baseline. Keys never spawn inside walls or inside locked rooms during pre-alpha, so routing around walls is wasted movement. Aggressive routes skip rooftops in favor of three indoor desks, which works on Brick Plaza but stalls on Rooftop Row. The dropped gun appears in a separate fixed location per map and never shares a node with a key, so treat the gun spawn as a single, predictable objective that should be planned after the key route is locked in.

Hide spot categories on MM2 of The Locust maps

The three hide spot categories are consistent across every map in the pre-alpha roster. Rooftop cubes — outdoor cubes on rooftop courses such as Rooftop Row — give high ground and a clear line of sight for spotting the Locust, but they leave the player exposed during sprint cooldowns. Lockers — indoor lockers in Schoolhouse Hall and similar corridor maps — block the Locust's line of sight for a short window and let the player bait a sprint re-engagement. Gaps behind walls — narrow gaps behind brick or warehouse walls — are the strongest defensive position because the Locust cannot attack through the wall and the player can break line of sight instantly. A fourth informal category, door-frame crouches, also appears in community video walkthroughs, but the door frame is not a guaranteed safe spot and depends on the Locust's exact pathing. Treat door frames as situational rather than a primary hide. The in-game minimap pings nearby keys and the dropped gun, which doubles as a Locust radar because the Locust often chases players who are closest to those pings. Audio cues matter as much as visual ones: a sprinting Locust produces a louder footstep cycle than a crouched player, so staying crouched inside a locker or behind a wall cube masks the audio signature.

FAQ

How many maps are in MM2 of The Locust?

The creator has not announced a final map count as of 2026-09-04. The pre-alpha roster observed in this Universe appears to rotate through four named layouts, and additional maps are added without a fixed schedule.

Where do keys spawn most reliably?

Keys cluster on rooftop cubes and indoor mid-room props, with door-frame floor drops as a secondary spawn. A route that mixes two rooftops with one indoor desk room is the most consistent key pattern observed on 2026-09-04.

Are hide spots the same on every map?

No. Hide spot categories are consistent, but the exact nodes differ per map. Rooftop Row favors rooftop cubes, Schoolhouse Hall favors lockers, and Backlot Warehouse favors gaps behind walls.

Does the dropped gun spawn in a fixed location?

Yes. Each map has a fixed dropped-gun node that does not overlap with any key spawn. Plan the key route first, then commit to the gun spawn as the final objective of the round.

Will the map roster expand after pre-alpha?

The creator has not announced a post-pre-alpha map plan as of 2026-09-04. Treat the current four-layout roster as a snapshot rather than a final list.