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Relic
An ancient gate seals each endzone's short door with its button out in the field; pillar ruins and a well pair shape the long way around.
How it plays
Every zone has two doors: a short one sealed by a gate whose button sits out in the open field, and a long way threaded through pillar ruins past a well pair. The gate is the map's bargain — a teammate on the button turns your run into the short door, but they are standing in the open to do it.
How to win it
Coordinate the button or don't bother: a carrier arriving at a shut gate against a set defender is a turnover. Solo runs take the ruins — the pillars break chaser sightlines and the well pair punishes anyone following your exact line. On defence, the button is the tell: an enemy parked on it announces the next run's door.