The Locust of MM2 Map Ranks
Vote layouts by exits, not by pretty props. Open roofs feed the Locust.
MM2 of The Locust runs darkened, larger MM2-style maps with lockers, vents, secret rooms, underground cuts, and TVs. This page ranks those layouts by escape options. We do not invent official map names. Lobby votes change, Pre-Alpha props move, and a fake proper noun helps nobody. Rank the shape you see in the vote panel, then play that shape.
This list sits next to equipment ranks and hiding spot ranks. The hub overview is Locust Tier List Hub. For room-by-room habits without ranks, use the maps guide. Role flips: The Locust wants the opposite of what survivors want.
Ranking criteria
Survivor rank goes up when a layout has:
- more than one real exit per interior
- a vent or underground path that is not a closet
- enough shadow to break line of sight before a locker
Locust rank goes up when a layout has:
- long sightlines
- roofs, plazas, and block tops with nowhere to duck
- corridors that funnel into a single door
S for one role is often C for the other. That is the point of a 1 vs All hunt on a 30-player server.
S — Multi-exit interiors (survivors)
Stacked indoor rooms with two doors, a locker wall, and a vent or stair to another floor are S for survivors. You can break LOS, swap floors, and force the Locust to check more than one container. Secret rooms help only if they have a second way out. A secret room that is a box with one door is a closet wearing a novelty hat.
Play these maps by learning two exits per room. Sprint (Left Ctrl or E) through the first scream, crouch (C) off the sightline, then pick a vent or locker.
A for Locust / C for survivors — Open rooftops and blocks
Bright rooftops, block plazas, and open tops are A for the Locust and C for survivors. The hunter sees silhouettes. Sprint paths are straight. Lockers, if they exist, sit on predictable walls. If the lobby votes this shape and you are a survivor, plan to leave the roof immediately. Get inside. The Locust should do the opposite: take the high angle, then drop on anyone who camps a single crate.
Save the taser. You will need the five-second stun when you get pinched on a ledge.
B / C — Tight corridors
Narrow halls are B if they connect to two interiors, C if they dead-end. A juke around a corner can break LOS. A commit into a one-door bathroom is an F hide wearing a B path. The Locust loves these because Q special plus a blocked door ends the chase.
Treat corridors as connectors, not homes. Cross them, do not live in them. If you hear the hunt behind you, take the first side room with two exits. The hiding guide lists which containers are worth the extra step.
Mixed — Carnival and fair rides
Fairgrounds, trains, coaster props, tubes, and ride rails are mixed on purpose. Mobility is high. So is getting stuck on a mesh. Tubes can be S if they dump you into another area. They are F if they trap you in a see-through pipe while the Locust waits at the mouth.
Vote carnival layouts when your lobby already knows the ride paths. If you are new, prefer a multi-exit interior. See getting started.
Underground and secret rooms
Underground is S if you know the exit, F if you drop in to “see.” Secret rooms follow the same rule. TVs are landmarks, not cover. Standing in their glow is an F hide. Pair this section with the hiding spots tier list before you treat a basement as a win.
How to vote in the lobby
- Look at exits, not cosmetics.
- If you are surviving, pick multi-exit interiors.
- If you bought the Locust role for 100 Robux, pick open blocks and long halls.
- Confirm Keys and a taser after the vote, using the tools planner.
Layout rank only matters if you keep moving after the first LOS break. Patch notes: Pre-Alpha updates.
Frequently Asked Questions
Quick answers for nest survival, codes, and Locust hunts.
Why don't you list official map names?
Pre-Alpha votes and props change, and this wiki will not invent names. Rank the layout you see: multi-exit interior, open roof, tight corridor, or carnival rides. The maps guide uses the same rule.
Which layout should survivors vote?
Multi-exit interiors. They have doors, lockers, and vents. Open rooftops are C for survivors and A for the Locust.
Are carnival maps good?
Mixed. Rides and tubes reroute well if you know the dump point. They also snag hitboxes. New players should vote interiors first.
Is underground always safe?
No. Underground is S only when you already know the exit. Diving in blind is a closet. See hiding spot ranks.
What should the Locust want?
Open rooftops, block plazas, and tight funnels. Take the sightline, then check lockers. Role notes: The Locust.
When do I buy gear relative to the map vote?
Vote first, then spend Keys. Open maps make the taser more important. Shop order is on the equipment tier list.