Front Line first-person combat in Cast Yard
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Multiplayer browser FPS

Front Line

A multiplayer browser FPS with 12 maps and 6 modes. Find your favourite ground, practice with bots, or bring your squad. No download or launcher.

12
maps in rotation
4
free to play
6
multiplayer modes

01

Open the game

The current Front Line build runs in a desktop browser. No download, launcher, or install.

02

Pick your ground

Every map in rotation plays differently, from a sunken hospital lobby to a city block you can see all the way down.

03

Try the formats

Practice the live modes, then enter a published tournament from the event board.

04

Results count

Eligible tournament matches post to the rolling Clash Score after server verification.

Ways to play

6 multiplayer modes, plus a range to warm up on.

The current build includes these multiplayer formats, with event maps and modes enforced by each published tournament.

Team Deathmatch

Two squads, one score limit. The default competitive mode.

Free-for-All

Everyone for themselves. Every opponent is a target, and each player fights for their own place.

Kill Confirmed

Kills only count once you collect the tag. Pushes fights forward.

Hardpoint

Hold a rotating zone. Rewards teams that move together.

Gun Game

Every kill hands you the next weapon. First through the rack wins.

Capture the Flag

Raid the enemy base, return their flag, and protect your own route home.

Challenges

Published challenges set a mode, map, and target. Find the active challenges and their entry details on the tournament page.

View events →
First-person view of Cast Yard during a practice match

Practice

Any map, bots from Recruit through Veteran, your own score limit. Warm up before an event without touching your record.

The Front Line main menu with Host Game selected

Fireteam lobbies

Host a public or private lobby from the main menu, share the invite link, and bring your own squad. Bots fill any empty slots.

The rotation

12 maps. Every one of them plays differently.

Tournaments and challenges pull from this rotation. 4 are available to play on a free account — the rest come with an AskClash plan. Footprints and lobby caps below are the game's own numbers.

Play a map
MapSettingFootprintLobby capTier
Cast YardIndustrial yard48 × 36 m4Free
Clinic AnnexHospital68 × 54 m6Free
Ghost CityAbandoned city block115 × 115 m12Free
Blacksite RowNight compound63 × 51 m8Plan
Service BayVehicle depot64 × 44 m8Plan
Canopy StationOvergrown station59 × 51 m10Free
Market CutStreet market59 × 51 m8Plan
Desert RelayDesert fuel depot60 × 54 m12Plan
Plaza CutCity plaza67 × 59 m6Plan
Pier StackRotterdam canal edge76 × 60 m8Plan
Derrick YardSnowline derrick yard44 × 44 m8Plan
Rooftop WorksDam-crest construction site91 × 49 m12Plan
Cast Yard — Industrial yard, establishing view01

Industrial yard

Cast Yard

Free to playTight6 modes

Two container stacks split a flat yard down the middle, with a fuel tank anchoring one end and a workshop the other. The workshop roof catwalk is the only real height on the map, which makes it the first thing good lobbies fight over. At 48 by 36 metres there is no long lane to reset in — you take the trade or you break line of sight.

  • Container stacks
  • Fuel tank
  • Workshop catwalk
Footprint
48 × 36 m
Lobby cap
4 players
Clinic Annex — Hospital, establishing view02

Hospital

Clinic Annex

Free to playMid-size5 modes

The lobby drops into a bowl that every surrounding corridor overlooks, so holding the middle means accepting fire from three sides. Half-levels around the ward wing let you leave a fight without crossing the open floor, and the ambulance bay is the one entrance wide enough to push through as a group. Capped at six players — it is a knife fight, not a battlefield.

  • Sunken lobby bowl
  • Ambulance bay
  • Ward wing
Footprint
68 × 54 m
Lobby cap
6 players
Ghost City — Abandoned city block, establishing view03

Abandoned city block

Ghost City

Free to playSprawling6 modes

An east–west street runs the full width of the map with a southern building row shadowing it the whole way, so every crossing is a decision. The basketball compound at the far end is the one piece of open ground worth committing to, and it changes hands constantly. Deliberately capped at eight players: it is built to feel empty, and it does.

  • East–west street
  • South building row
  • Basketball compound
Footprint
115 × 115 m
Lobby cap
12 players
Blacksite Row — Night compound, establishing view04

Night compound

Blacksite Row

AskClash planMid-size5 modes

The sally port and the ops building split the compound into two routes that never quite converge, so pushes come from one side or the other rather than the middle. The watch tower covers enough of both that leaving it uncontested loses rounds. Night lighting keeps sightlines shorter than the 63 by 51 metre footprint suggests.

  • Sally port
  • Ops building
  • Watch tower
Footprint
63 × 51 m
Lobby cap
8 players
Service Bay — Vehicle depot, establishing view05

Vehicle depot

Service Bay

AskClash planMid-size5 modes

Everything on this map resolves around that apron. The garage mouths give you cover on one side, the factory hall on the other, and whoever wins the crossing usually wins the round. At 64 by 44 metres it plays faster than it reads on paper, which makes it a favourite for Gun Game.

  • Garage mouths
  • Open apron
  • Factory hall
Footprint
64 × 44 m
Lobby cap
8 players
Canopy Station — Overgrown station, establishing view06

Overgrown station

Canopy Station

Free to playMid-size5 modes

The service road bends uphill between the farmhouse and the station, so you rarely see a full rotation coming — you hear it. Tree cover breaks up sightlines that would otherwise run the length of the map, which rewards anyone willing to move slowly. The only featured map without Hardpoint.

  • Creek
  • Farmhouse
  • Station house
  • Service road
Footprint
59 × 51 m
Lobby cap
10 players
Market Cut — Street market, establishing view07

Street market

Market Cut

AskClash planTight5 modes

Stalls break the strip into a run of short pockets, so fights start at five metres and end before anyone repositions. The cantina mezzanine is the only angle that sees more than one pocket at a time, and the sandbagged checkpoint at the far end is the natural place for a team to stall a push.

  • Market stalls
  • Cantina mezzanine
  • Sandbagged checkpoint
Footprint
59 × 51 m
Lobby cap
8 players
Desert Relay — Desert fuel depot, establishing view08

Desert fuel depot

Desert Relay

AskClash planOpen6 modes

Three routes, clean separation, and a mid relay that connects all of them — if you have played a competitive shooter before, you already know how to read this map. Long Doors is the commitment angle and the B tunnel is the way around it. The berm keeps the centre from becoming one uncontested sightline.

  • Long Doors
  • Mid relay
  • B tunnel
  • Fuel berm
Footprint
60 × 54 m
Lobby cap
12 players
Plaza Cut — City plaza, establishing view09

City plaza

Plaza Cut

AskClash planMid-size5 modes

Bus hulks cut the plaza into lanes that do not line up, so the court never resolves into a single standoff. The scaffold gives height over the shop row and the underground stair gives a way past both. Capped at six players, which keeps a 67 by 59 metre court from feeling like a search.

  • Bus hulks
  • Shop row
  • Scaffold
  • Underground stair
Footprint
67 × 59 m
Lobby cap
6 players
Pier Stack — Rotterdam canal edge, establishing view10

Rotterdam canal edge

Pier Stack

AskClash planOpen5 modes

The cargo bank and harbour park play as two distinct halves, joined by a road bridge only 2.5 metres over the water. Brick streets tighten the warehouse side while the opposite bank opens around the park, so crossing the canal changes the shape of the fight. At 76 by 60 metres it has room for rotations without losing the next engagement.

  • Warehouse row
  • Harbour park
  • Road bridge
  • Canal
Footprint
76 × 60 m
Lobby cap
8 players
Derrick Yard — Snowline derrick yard, establishing view11

Snowline derrick yard

Derrick Yard

AskClash planTight5 modes

At 44 by 44 metres, Derrick Yard is the smallest ground in the featured rotation and offers almost no safe reset once a fight starts. The central derrick identifies the map from every approach while the open yard keeps rotations short. Eight players is enough to keep every lane occupied without turning the crossings into a spawn trap.

  • Central derrick
  • Open yard
  • Snowline perimeter
Footprint
44 × 44 m
Lobby cap
8 players
Rooftop Works — Dam-crest construction site, establishing view12

Dam-crest construction site

Rooftop Works

AskClash planMid-size5 modes

Two blocks frame a 91 by 49 metre crest with the open plaza between them. The helipad and dish farm break up the exposed middle while the tower crane gives the skyline its permanent reference point. Eight-player capacity makes this the largest lobby in the featured rotation without widening the map beyond one readable front.

  • Helipad
  • Tower crane
  • Dish farm
  • Rooftop plaza
Footprint
91 × 49 m
Lobby cap
12 players

Signing up

Your game, your player account.

Front Line signs you in with AskClash — Google or your email. Clash Project holds your player account. Link the two once and either door works from then on.

From the game

Inside Front Line

Open Front Line and sign in through AskClash. Choose practice to learn a map, or host or join a lobby with your squad.

Open the game

From the web

Inside Clash Project

Sign in to your player account and join from Front Line Tournaments. Same entry, same points.

Open player account

Do this first

Link the two

  1. 1. Create a Clash Project player account.
  2. 2. Open Front Line Profile and choose Connect AskClash.
  3. 3. Sign in with Google or your AskClash email. Done.
Connect now

Pick your ground. Bring your squad.

Play Front Line in your browser, explore upcoming events, and join Discord for game updates.