---
title: "Big Wave Beach: a map guide · Clash Karts"
description: "A guide to Big Wave Beach, the Clash Karts arena: where the sixteen item boxes are, what stops shots and blasts, the jumps, the fireworks crates and the eight spawn points."
image: "https://clashkarts.com/og.jpg"
---

# Big Wave Beach: a map guide

Source: https://clashkarts.com/big-wave-beach-guide

Every match in Clash Karts is played on Big Wave Beach: a walled square of sand 100 metres across, with a sandcastle hill in the middle and the sea along one side. Knowing it well is half of winning on it.

Published 12 October 2026.

## The lie of the land

Stand on the Sandcastle Mound in the middle of the beach and face the sea. Ahead of you, along the middle of that side, runs the boardwalk: a deck half a metre high with three beach huts on it and room to drive behind them, right up to the sea wall. The pier and the Ferris wheel out on the water are scenery; nothing beyond the wall can be reached, and the beach has no water to fall into.

Between the boardwalk and the sides of the beach stand the lifeguard tower, ahead and to your right, and the ice-cream van, ahead and to your left. Down the left-hand side of the beach are two cabanas; down the right-hand side, the fairground booth and the tall strength tester. Behind you and to the left is the rock pool, with four rocks and two palms, and behind you and to the right lies the hull of an old boat that serves as a jump.

The mound itself is about 20 metres across at its foot, with sand sides that slope all the way round up to a flat top, and the sandcastle keep standing in the middle.

## Item boxes

There are sixteen, and an emptied box is back five seconds after someone takes it.

- **On the mound:** two, one either side of the keep.
- **Round the mound:** four, one on each side of it, 18 to 21 metres from the middle. A lap of the mound at that distance passes all four.
- **On the diagonals:** four more, out from the mound towards the van, the tower, the rock pool and the old boat.
- **Round the edge:** one on the boardwalk in front of the middle hut, one under the lifeguard tower, one between the cabanas, one between the ice-cream van and the end of the boardwalk, one in the corner beyond the strength tester near the old boat, and one near the back wall, between the rock pool and the middle of the beach.

The six boxes in and round the middle are the quickest to reach from anywhere, which also makes them the likeliest places to run into other karts. The ones round the edge are quieter.

## Cover

Everything built into the beach stops shots, and a blast on the far side of it reaches you at a quarter of its strength: the mound and its keep, the boardwalk and its huts, the van, the cabanas, the booth, the strength tester, the rocks, the palms, the ramps and the legs of the lifeguard tower.

The loose things are different. Beach balls, sandcastles, parasols, the two heavy bins and the fireworks crates all stop a shot that hits them, but a blast goes straight past them, so they are no shelter from a burp or a piano.

Two places are worth knowing for cover. The strip of boardwalk behind the huts has the huts on one side and the sea wall on the other. And the lifeguard tower stands on four legs wide enough apart to drive between, with an item box underneath it.

The mound is cover too, in a way that matters in King of the Mound: shots fired level from the flat beach hit its sandy side before they reach the top.

## Jumps

There are eight ramps. Four belong to the boardwalk: one up each end of it, and two short ones from the beach up to the deck between the huts. Three sand kickers stand in the open: one behind the mound, on the side away from the sea, and one on each side of the mound towards the boardwalk. The eighth, and the highest, is the old boat's hull.

In the air you can steer a little, but you cannot speed up or slow down, Hot Sauce gives no push, and in King of the Mound an airborne kart neither holds the hill nor contests it. Landings never hurt.

## Things that break

Beach balls fly off whatever hits them. Sandcastles burst if you drive through them faster than 9 metres a second, and parasols snap at 8. The two bins are bolted down and barely move. Anything that breaks comes back on its spot after a while, between 12 seconds for a beach ball and 20 for a bin, once no kart is sitting there.

There are two clutches of sandcastles: one between the strength tester and the old boat, and one near the ice-cream van, on the mound side of it.

## The fireworks crates

Two fireworks crates stand near opposite corners: one beside the strength tester, the other beside the ice-cream van. Driving into one does not set it off. It takes a shot or a blast, and then it goes up a moment later and hurts every kart within four and a half metres.

The blast belongs to whoever last shot, blasted or pushed the crate: they get the credit for any knockout, and it cannot hurt them. A crate comes back 18 seconds after it goes off. The computer racers know the trick, and will shoot a crate when the kart they are after is standing next to it.

## Spawn points

A wrecked kart comes back at one of eight spawn points spread round a ring about 35 metres from the middle, each facing the mound, and usually the one furthest from the other karts. So the fighting is in the middle, and the edges are where you come back.

One spawn point, by the strength tester, is only four and a half metres from a fireworks crate: inside its blast. If you come back there, drive away before your three seconds of protection run out.

For how each mode is scored, see the [modes guide](https://clashkarts.com/modes); for holding the mound, [King of the Mound: how to take the hill and keep it](https://clashkarts.com/king-of-the-mound-tactics). More strategy is on the [articles page](https://clashkarts.com/articles).

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