Checked 2026-10-25
What If Disasters maps
The disaster and the map are picked separately, so the map does not tell you what is coming — the banner does. What the map decides is where you can stand when it hits, and that is what this page tracks.
Suburban Neighborhood
Street-level houses, garages that open with the interact prompt and drivable cars. Vehicles hold several players at once, but a ride is never guaranteed.
How to use it: Two-storey houses with stairs are the height for water rounds; garages and cars are a fast reposition, but a passenger can be thrown off a moving car, so never treat a ride as the plan. Bus-stop shelters and car roofs count as height above the rising tide.
Thrill Park
Themed park map with landmarks that make it easy to recognise before the banner fires.
How to use it: Recorded with the mega storm, and the terrain explains why: long open walkways between structures, water rises through the whole zone, and structures get stripped by the wind.
Alpine Ski Resort
Confirmed in creator footage.
How to use it: The most vertical map recorded, so it is the best one for a tsunami and the worst for an earthquake — the buildings shed and there is a lot of height to fall from.
Coastal Resort
Confirmed in creator footage; low shoreline makes water scenarios harder.
How to use it: The shoreline is most of the playable area, which makes it the worst case for every water scenario. Move inland before you move up.
Harbor Port
Confirmed in creator footage.
How to use it: Docks and flat deck space: very little height and no roof cover. Water scenarios are close to unwinnable at deck level, so the plan is the nearest crane or warehouse roof.
Golden Gate crossing
Bridge-style map seen in footage; the deck is the only way across.
How to use it: The deck is the only way across, which makes the crossing itself the hazard during a bomb, toxic air or flare round. Train carriages are the movable cover here.
Jungle Pyramids
Confirmed in creator footage.
How to use it: Open terrain with long sightlines — good for seeing a tornado track, bad for a bomb or a flare. Height sits on the pyramids and the cover is thin.
How to read a map in the 30-second head start
You spawn with DISASTER IN 00:30 on screen and no idea what is coming. Use the time to answer one question: where is the highest covered ground I can reach, and where is the ground floor I would need to leave?
Water scenarios — the mega tsunami, all the ice melting, the roll-back — want you up and inland. The solar flare and the sun disappearing want you indoors, which on most maps means leaving the roof you just climbed. The floor-to-lava round punishes standing still on any one surface.
Cars on Suburban Neighborhood hold several players and make a fast reposition, but a ride is never guaranteed and the driver can leave you in the open. Treat a car as a bonus, not the plan.
What each scenario does to these maps is on the disaster pages, and the full round loop is in the beginner guide.