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Villa Map Guide: Updated Layout, Callouts & Strategies

Villa is the map that rewards patience and punishes chaos. Set in a sprawling Italian country estate, it is one of the largest maps in the rotation — three full floors, long sightlines, and a maze of rooms that make information more valuable than aim. New players get lost on Villa. Experienced players farm them there.

This guide covers the updated Villa: how the map is laid out, the four main bomb sites, how to attack and defend each one, the famous 90 hallway and red stairs, the vertical game, and the operator picks that fit the map. Callouts here follow the widely used community names, but remember that names vary by region and squad — the system in our R6 map knowledge guide explains how to standardise callouts with your team. And like the alpine lodge in our Chalet map guide, Villa punishes teams that play as five individuals.

Villa at a Glance

Villa is a three-storey Italian villa: a basement, a ground floor (1F), and an upper floor (2F). It is big — not just in floor space, but in verticality. Staircases connect every level, hatches let teams move between floors fast, and plenty of soft floors mean the round is often decided from above or below rather than in the site itself.

The map’s character is defined by its hallways. The 2F hallway — the famous 90, named for the sharp corner it turns near Aviator Room — is one of the most contested stretches of corridor in the game. The red stairs on the north side and the main stairs in the centre are the map’s two vertical highways. Control those, and you control Villa. Lose them, and you are playing someone else’s round.

Key rooms to learn first:

  • 2F: Aviator Room, Games Room, Trophy Room, Statue Room, Bedroom, Bathroom, the 90 hallway
  • 1F: Living Room, Library, Study, Dining Room, Kitchen, Main Stairs, Landing
  • Basement: Laundry Room, Vault

A note on accuracy: Villa has been in the game for years and its layout is stable, but callouts drift between regions and squads invent their own shorthand. The names above are the widely recognised ones. If your squad uses different terms, agree on them before the round starts — a callout nobody understands is worse than silence.

The Four Bomb Sites

Aviator Room + Games Room (2F)

The classic Villa site. Aviator and Games sit at the top of the map’s most important corridor — the 90 hallway runs right past them. Defenders anchor inside the two rooms; attackers have to cross open ground to reach them.

Attacking: The standard take starts with 90 hallway control. Clear roamers from Bedroom and Bathroom, then work the hallway toward Aviator. Games Room has soft walls into the hallway, so attackers with breaching tools can open sightlines instead of pushing blind. The Aviator window is a common entry for a coordinated push, but it is exposed — use drones to confirm the room is clear first.

Defending: Anchor both rooms and deny the 90 hallway. The Games Room’s soft walls are a liability — reinforce what you can and hold crossfires through the doorways. One roamer in Bedroom or Bathroom delays the attackers’ 90 push significantly.

Trophy Room + Statue Room (2F)

Trophy and Statue sit at the east end of 2F. This site is defined by its roof access: there is a hatch above Trophy Room that attackers can use, and the Trophy balcony gives attackers a foothold on the exterior.

Attacking: The vertical option is the headline. Opening the Trophy hatch from the roof lets attackers pressure defenders without ever entering the hallway. Alternatively, push from Bedroom through Statue Room — the connecting doorway is a natural pinch point, so smoke cover or a flash helps.

Defending: Watch the hatch. A defender holding below the Trophy hatch with a shotgun turns the attackers’ best tool into a trap. Reinforce the Statue Room walls and hold the Bedroom doorway as your flank watch.

Living Room + Library (1F)

The 1F anchor site. Living Room and Library form a large combined space with multiple entrances — Main Stairs, the Study side, and exterior windows.

Attacking: The Study windows are the classic rappel entry: attackers rappel up and push through Study into Library. Alternatively, take Main Stairs control and push down into the site. Drones are essential here because the site’s size means defenders can be anywhere.

Defending: Spread across both rooms but keep a crossfire between them. The Study entrance is the most dangerous — a defender holding the Library-to-Study doorway controls the attackers’ best entry. Do not over-rotate to Main Stairs; attackers often fake one side and hit the other.

Dining Room + Kitchen (1F)

Dining and Kitchen form the second 1F site, on the map’s east side. It is more compact than Living/Library, which makes executes faster but also makes it harder for defenders to fall back.

Attacking: Push from the Living Room side or through the exterior Kitchen entrance. Because the site is compact, a well-timed execute with smoke cover on the Dining doorway usually decides the round. Clear the roamers first — Kitchen’s walls are soft in places, and a roamer above can shoot down into the site.

Defending: Hold tight angles. The compact site favours defenders who stay disciplined and trade. One player watching the Kitchen entrance while another holds Dining’s main doorway covers both pushes.

The Basement: Laundry Room + Vault

Villa’s basement site — Laundry and Vault — sees less play in casual queues but appears in competitive rotations. It plays like a classic basement hold: limited entries, strong defender positions, and attackers who must commit to stair pushes.

Attacking: Control the stairs — red stairs and vault stairs are your entries. Clear the basement roamers before committing; a single roamer in the basement wastes an entire attack.

Defending: Anchor the Vault and hold the stairwells. The basement’s tight corridors favour shotguns and close-range fights.

Attacking Villa: The Roof, the Windows, and the 90

Step 1: Clear the roamers

Villa is enormous, and defenders use that space. Before touching any site, attackers should spend the first minute droning and clearing roamers from Bedroom, Bathroom, and the 90 hallway. Villa’s roamers are not hiding — they are delaying. Every 30 seconds they burn is 30 seconds off your execute.

Step 2: Take the map’s highways

The 90 hallway (2F), the red stairs (north), and the main stairs (centre) are Villa’s three highways. Attackers who control two of the three can reach any site on their terms. Drones go first, always — Villa’s long corridors punish dry peeks.

Step 3: Use the windows

Villa’s exterior is an attacker’s friend. The Study windows (rappel into 1F), the Bedroom window (2F entry), and the Trophy balcony all give attackers entries that bypass the hallways entirely. Window play splits the defenders’ attention: they cannot watch the hallway and the windows at the same time.

Step 4: Execute with utility

Villa’s sites are large and multi-room, so executes need smoke cover and flashes. The final push should be coordinated — a solo entry into Aviator or Dining dies to the crossfire every time. Count down, throw utility, and push together.

Defending Villa: Positions, Roamers, and Information

The anchor core

Each site needs two to three anchors holding the rooms themselves. Villa’s sites are big enough that anchors must play crossfires, not solo angles. In Aviator/Games, one player holds Aviator while another watches the Games doorway. In Living/Library, the crossfire between the two rooms is the site’s backbone.

The roam game

Villa rewards roaming more than almost any map. A roamer in Bedroom delays the 90 push. A roamer on the red stairs wastes attacker drones and time. A roamer in the basement forces the attackers to clear an entire floor. The key is the retreat: Villa’s roamers should fall back to site when the attackers commit, not die for a single kill. Our Valkyrie operator guide covers the intel tools that make roaming safer.

Stair control

The red stairs and main stairs are the defenders’ lifelines for rotations. Lose both and your anchors are trapped in site with no reinforcements. Keep at least awareness — cameras, sound, or a player — on both staircases at all times.

Information wins

On a map this large, the team with better intel wins. Cameras in the 90 hallway, on the stairs, and at key windows turn Villa from a guessing game into a controlled defence. Attackers should expect to lose drones — bring a plan for the second half of the round when the drones are gone.

The 90 Hallway and Red Stairs: Villa’s Two Battlefields

The 90 hallway

The 2F hallway that turns a sharp corner near Aviator Room is called the 90, and it is Villa’s most important piece of real estate. Almost every 2F attack passes through it. Defenders who hold the 90 control access to Aviator, Games, Trophy, and Statue. Attackers who take it can hit any upstairs site.

The 90 is a long, straight corridor with minimal cover — a defender’s dream and an attacker’s nightmare. Attackers should never walk it dry. Drones, flashes, and smoke turn it from a kill zone into a corridor. Defenders should hold it from the corner, not from the middle — the corner gives you cover and a clean angle down the straight.

The red stairs

The north staircase — the red stairs — connects all three floors and is the fastest rotation route on the map. Whoever controls the red stairs controls the tempo: defenders rotate through them, attackers push up them, and roamers use them to disappear.

For attackers, the red stairs are the entry to 2F that bypasses the 90. For defenders, they are the flank route that punishes attackers who over-commit to a site push. Never ignore the red stairs. A round lost on Villa is often a round lost at the red stairs three minutes earlier.

Vertical Play on Villa

Villa’s floors are extensively soft — destructible — which makes vertical play a constant threat. Key relationships:

  • Above Aviator/Games: attackers on the roof or upper positions can open the floor into the site. Defenders must watch above, not just the doorways.
  • Above Trophy: the Trophy hatch is the map’s most famous vertical play. Attackers drop it; defenders guard it.
  • 2F to 1F: much of the 2F floor above Living Room and Library is soft. Attackers who take 2F control can shoot down into the 1F sites without ever pushing the stairs.
  • 1F to basement: the basement ceiling is vulnerable from 1F. Defenders holding Laundry/Vault must respect the floor above.

The rule for Villa: if you are holding a site, someone on your team should know what is happening on the floor above you. Vertical deaths are the most common way to lose a winnable round on this map.

Operator Picks for Villa

Villa favours operators who gather information and control space. These are general archetypes, not a fixed meta — balance patches shift specifics, so treat this as a starting framework.

Attackers:

  • Intel operators (drones, cameras) — Villa’s size makes information the most valuable resource. Operators who bring extra intel tools pay for themselves.
  • Hard breachers — the Games Room soft walls and site hatches reward teams that can open the map rather than push through doorways.
  • Vertical attackers — operators with breaching charges or shotguns who can open floors from above fit Villa’s soft ceilings perfectly.

Defenders:

  • Intel denial and cameras — defenders who place early-warning tools on the 90, the stairs, and the windows blunt the attackers’ drone game.
  • Roamers with escape tools — Villa’s size means roamers need a way out. Operators who can reposition fast thrive here.
  • Anchors with area denial — the large sites reward gadgets that slow executes: wire, shields, and deployable cover.

For newer players, our best operators for beginners guide covers easy-to-learn picks that work fine on Villa while you learn the map.

Common Villa Mistakes

Wandering without a plan

Villa’s size tempts players to roam the map aimlessly. Every movement should have a purpose: clearing a room, holding a staircase, rotating to site. Aimless wandering on Villa gets you killed by someone who was holding an angle the whole time.

Ignoring the floor above

The most Villa-specific mistake. Players hold a site doorway while an attacker opens the ceiling above them. On this map, “clear” means the floor above too. Check it, or have a teammate check it, before settling into site.

Pushing the 90 dry

Walking the 90 hallway without drones, flashes, or smoke is a donation. The hallway is long, straight, and held. Treat it with respect every single round.

Forgetting the red stairs

Both teams forget the red stairs at their peril. Attackers who never check them get flanked. Defenders who never watch them get pushed. Assign someone to the stairs or accept the consequences.

Solo executes

Villa’s sites are too large for one player to clear. The solo entry who pushes Aviator alone dies to the crossfire. Executes need at least two players and utility. If your team will not coordinate, play for picks and time instead of forcing the site.

Not droning the basement

Attackers heading for a basement take who skip the basement drone phase walk into the tightest kill zone on the map. The basement is small, dark, and held. Drone it like your round depends on it — because it does.

Frequently Asked Questions

What are the main bomb sites on Villa?

The four main sites are Aviator Room + Games Room (2F), Trophy Room + Statue Room (2F), Living Room + Library (1F), and Dining Room + Kitchen (1F). There is also a basement site — Laundry Room + Vault — that appears in some rotations.

What is the 90 on Villa?

The 90 is the 2F hallway that turns a sharp corner near Aviator Room. It is the most contested corridor on the map because almost every upstairs attack passes through it. Control the 90 and you control access to every 2F site.

Where are the red stairs on Villa?

The red stairs are the north staircase connecting all three floors. They are the fastest rotation route on the map and a constant flank threat. Both teams should have awareness of the red stairs at all times.

Is Villa attacker-sided or defender-sided?

It shifts with the meta and the skill level, so treat any fixed answer with scepticism. Villa’s size favours organised teams on either side: attackers who drone and coordinate have plenty of entries, while defenders who communicate and rotate have plenty of space to work with. At most ranks, the better-organised team wins regardless of side.

How do I stop getting lost on Villa?

Learn it one floor at a time, starting with 2F — the 90 hallway, Aviator, Games, Trophy, Statue, Bedroom, and the red stairs. Walk the map in a custom game, then play 2F sites until the upstairs feels familiar. Only then add 1F and the basement. Trying to learn all three floors at once is why Villa feels overwhelming.

Which operators are best on Villa?

There is no fixed answer — patches change the specifics. As a framework: attackers want intel and breaching tools to handle Villa’s size and soft surfaces; defenders want roamers who can use the map’s space and anchors who can hold large multi-room sites. Pick operators you can play well over theoretically optimal ones you cannot.

The Bottom Line

Villa is a thinking player’s map. Its size, its three floors, and its soft surfaces mean that information and positioning beat raw aim more often here than anywhere else. Learn the 90 hallway and the red stairs first — they are the map’s two battlefields, and every round flows through one of them. Respect the vertical game: the floor above you is part of your site, whether you like it or not. Drone the hallways, coordinate your executes, and rotate as a team.

Villa punishes chaos and rewards patience. Play it that way, and the biggest map in the rotation starts to feel like home turf.