Combat
Once an arena is created, walk up to its entrance: an "Enter the arena" prompt appears. Enter to open the arena menu and pick a combat mode.
Only one person can use an arena's menu at a time, and only one fight can take place per zone.
Player vs NPC
- Arena menu → Fight an opponent.
- Choose an opponent from the roster (difficulty
weak→legend). - The fight starts. On a win, you receive a reward (multiplier based on difficulty, see Configuration).
Fleeing the arena = defeat. Trying to disrupt an ongoing fight = expelled by the spectators.
NPC vs NPC
- Arena menu → Make two opponents fight.
- Assign a fighter to the red corner and one to the blue corner (two different NPCs).
- Start the fight. Ideal for opening bets.
Royal Rumble
Free-for-all, last one standing wins.
- NPC version: menu → Royal Rumble, then choose the number of opponents.
- Mixed version: menu → Royal Rumble (mixed). You set a number of stable fighters to add and invite nearby players. Each player receives an invitation to accept within the time limit; the fight starts with those who accepted (minimum 2 fighters).
Keep in mind: Royal Rumble is a demanding mode. Each NPC runs a full combat AI (target picking, pathfinding, animations) and complexity scales fast with the count. In practice:
- ≤ 6 NPCs: very smooth, the safe pick for a casual rumble.
- 7 to 10 NPCs: still great. This is the sweet spot for a packed brawl.
- Above 10 NPCs: you're pushing it. Expect occasional visual hiccups (peds pausing for a second, walking out of the ring, brief T-poses). Avoid this range on a busy public server.
On an YMAP arena without navmesh (the "YMAP" checkbox in the builder), NPCs cannot pathfind normally — keep the count lower (4 to 8) or expect them to cluster around the centre.
Duel (PvP)
- Arena menu → Duel fight.
- Choose the RED fighter then the BLUE fighter from nearby players.
- An invitation is sent to each player. When both accept, bets open and the fight starts.
- The fight ends on K.O. Leaving the arena triggers a forfeit countdown.
Anti-grapple: during a duel, lasso/grapple techniques are automatically neutralised for both fighters — a duel is won with fists, not a rope.
YMAP arenas (no navmesh)
⚠️ Important. Red Dead Redemption 2 does not natively handle zones with no navmesh (the navigation mesh the game uses to move NPCs around). An arena placed in an off-map / below-map YMAP typically has none: without adaptation, NPCs there just stand still — they can neither approach nor reposition — and only the ones already in contact actually fight.
Ticking an arena's "YMAP (no navmesh)" checkbox (see builder) changes the NPCs' combat behaviour on that arena: forced straight-line approach, more aggressive combat tuning, melee engagement held at close range. That is what lets them fight where the engine otherwise wouldn't.
- This adapted behaviour is specific to YMAP-ticked arenas. Standard MLO arenas (with navmesh) are untouched and keep the original AI.
- Even tuned, off-navmesh combat stays a bit less natural than with navmesh (stiffer movement, rare micro-disengagements). This is a Red Dead engine limitation, not a script bug.
- For the cleanest result, prefer MLO arenas with navmesh; reserve the YMAP checkbox for genuinely off-map arenas.
Spectator mode
Near an arena where a fight is happening, a "Watch the fight" prompt appears. Enter spectator mode, move the mouse to look around, and exit whenever you want. The spectator camera is the one placed in the builder.
For a PvP duel, the spectator can follow both fighters: the camera stays centred on the ring and provides a dedicated view of the fight (not the arena's ambient camera).
Next step
- Betting — bring fights to life with the bookmaker.