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SECTOR 00 · ENTRANCE

The biggest computer club floor in town

RESPAWN BASE PC CLUB is one enormous PC club hall — eighty stations, sixty on the main floor and twenty up on the mezzanine. There is always a free seat, even on a Friday night. Walk in, pick a sector, sit down.

eighty stations. one enormous hall.

80stations
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0to far wall

SECTOR 01 · THE HALLS

Two floors, one room

The hall is a single open space you can read at a glance. Sixty stations spread across the main floor in long numbered rows; twenty more sit up on a quiet mezzanine that looks down over the rest. Pick the room that fits your night.

The main floor of the club with long rows of gaming stations under cool overhead light

Main floor · 60 stations

Six rows of ten, numbered from the entrance to the far wall. This is where the noise lives — squads, ranked ladders, group nights. Rows one through four sit close to the door; rows five and six are the long walk, and a little cheaper for it.

  • Rows 1–6
  • Seats 10 per row
  • Row 6 · 14 m from entrance
A quieter upper deck of stations overlooking the main hall from above

Mezzanine · 20 stations

Twenty seats on the raised deck, above the floor and out of the traffic. Same machines, softer sound, a clear view down the rows. This is where solo grinders, late writers and anyone chasing a calm session tends to end up.

  • Rows 7–8
  • Overlooks main floor
  • Quietest corner of the hall
entrance far wall
Hover a row to light its stations — the wave runs from the entrance outward.

SECTOR 02 · HARDWARE

Same machine on all eighty seats

No guessing over which chair got the good card. Every one of the eighty stations runs the identical build, so row six on the mezzanine plays exactly like row one at the door. We keep the spec boring on purpose.

Graphics Current-generation card on every seat, refreshed on a fixed cycle so no station drifts a generation behind the rest of the hall.
Displays 27-inch panels running a steady 240Hz. Fast twitch shooters and slow strategy read the same crisp frame.
Seating Full-size adjustable chairs with lumbar support — built for a three-hour session, not a five-minute demo.
Peripherals Mechanical boards and low-latency mice, wiped and checked between sessions. Bring your own gear and plug straight in.
Network Wired to every seat, one clean route out of the building. The far row talks to the server as fast as the front row.

SECTOR 03 · RATES

Hourly rates, read in daylight

One price list, no surprise line at the desk. Blocks are per station; the far rows cost a little less because you earn them with a fourteen-metre walk. Consider it cardio.

The hour

6/hr

Single station, any near row. Pay as you go, leave when you like.

Evening block

20/4 hr

From 6pm. Four hours on one seat — the honest choice for a full session.

Night block

28/from 11pm

Lights low, hall quiet, seat yours until close. Bring a jacket for the mezzanine.

Far row

−15%

Rows five and six, or the back of the mezzanine. Same machine, cheaper seat, fourteen metres of walking. Fair trade.

SECTOR 04 · THE SCALE

Why a hall this size is the point

Scale is the whole product. When eighty seats live under one roof and six admins work every shift, the queue that ruins a Friday somewhere else simply has nowhere to form here. The numbers below are last month's, measured on the floor.

0of floor
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0admins per shift
0wait, most nights

SECTOR 05 · HALL RECORDS

Notes from the floor

01

Seventy-eight of eighty, at once

Our fullest evening so far put 78 stations live at the same moment — a spring tournament night with two spare seats still glowing on the mezzanine. Nobody was turned away, and the front desk never grew a line. The record we quietly want to beat is 80.

02

We repainted the far wall

Row six used to end at a flat grey wall fourteen metres from the door. We painted it deep teal so the long walk finally has a landmark, and so the perspective of the rows actually resolves at something instead of dead space. Small change, big room.

03

Row markers, finally

New folks kept drifting, unsure which numbered row was theirs. We hung lit row markers over every aisle and printed a plan by the entrance. Time from door to seat dropped to under a minute, and the admins stopped playing usher all shift.

SECTOR 07 · THE WALK-IN

From door to seat in three moves

Nobody should study a lobby to sit down. Picking a station here is three plain moves, and none of them involve waiting behind someone else. Read them once and you will not need the desk to explain it.

1

Pick a sector

Near rows for a loud squad night, far rows for calm and a lower rate, the mezzanine for a quiet solo session. Reserve ahead through the form or just decide at the door — the plan on the wall shows what is open.

2

Read your row marker

Every aisle carries a lit number overhead, one through eight from the entrance outward. Match it to the row the desk gives you, or to the seat printed on your booking. The whole hall reads left to right, near to far.

3

Sit down and play

The machine is already awake and wiped, peripherals checked, network live. Plug in your own gear if you brought it. Your block starts when you sit, not when you queued — because you never did.

SECTOR 08 · FIRST NIGHT

New to the hall? Start here

A focused player in headphones settled in at a lit station in the hall
A regular, mid-session on the main floor.

Your first session, made easy

A big room can look like a lot on the first visit. It is not. Tell the desk it is your first night and an admin walks you to a near row, sets your login and points out the mezzanine stairs, the water station and the quiet corner. Two minutes, then you are on your own clock.

  • Headphones and a mic are on every seat — bring your own if you prefer.
  • Day rates are gentle on the wallet; try an hour before you commit to a block.
  • Ask any admin for a seat swap if your row runs louder than you want.

SECTOR 09 · COMFORT

Everything around the seat

A long session needs more than a good frame rate. The room is built so you rarely have to leave your row — and when you do, the walk is short and the corner you land in stays calm.

Snacks & refills

A self-serve counter near the entrance keeps cold drinks, coffee and light snacks stocked through the night. Pay at the desk, carry it back to your row — no interruptions to your block.

Lockers by the door

Bags, coats and spare gear go into a bank of lockers at the entrance, free with any block. Travel light to your seat and leave the far-row walk to your feet, not your backpack.

The quiet corner

The back of the mezzanine is kept low-voice on purpose — headsets down, no group calls. It is where late sessions and solo grinders settle when the main floor runs warm.

House rules, in short

  • Voice down past midnight, everywhere but the near rows.
  • Food stays at the snack counter, drinks travel in lids.
  • Leave the station as you found it — wiped and tidy.
  • Contests here are scored on points and time only.

SECTOR 10 · WHAT PEOPLE PLAY

Every genre finds a row here

Eighty identical stations mean the whole floor can run one game or eighty different ones. These are the corners of play the hall fills on a normal night — pick the row that matches your genre and the noise that comes with it.

Competitive FPS

The loud heart of the near rows — tactical shooters and arena aim, five-stacks calling targets across the aisle. 240Hz earns its keep here.

MOBA & team arenas

Five seats in a row, one shared draft. Booking a full row keeps a squad together for a whole ladder night on the main floor.

Strategy & RTS

Base-builders and grand campaigns that want quiet and a big screen. The mezzanine rows are where the long games settle in.

Battle royale

Big-lobby survival for a squad of four across neighbouring seats — the kind of night that fills the far rows fast.

Racing & sim

Wheel-friendly stations for lap-time chasers. Bring your own rig and plug straight into any far-row seat.

Fighting & couch co-op

Two seats side by side, one screen watched by both. Best-of sets and co-op runs live on the near rows, controllers welcome.

SECTOR 10 · QUESTIONS

Before you walk in

Is it really queue-free?

Most nights, yes. Eighty seats and six admins per shift mean the floor rarely fills past the high seventies, so a free station is nearly always waiting. On a headline tournament evening the near rows can top out — that is exactly when the far rows and the mezzanine still have seats to spare. Booking ahead guarantees yours.

How do I find my seat?

There is a printed plan by the entrance and a lit marker over every aisle. Rows run one to six across the main floor and seven to eight on the mezzanine, numbered from the door outward. Tell the desk your row, or read it off the plan — most people are seated in under a minute.

What is the catch with the far row?

Only the walk. Rows five and six sit fourteen metres from the entrance, so they are the quietest and the cheapest seats in the hall. The machine is identical and the network route is the same length in every practical sense. If you want calm and a lower rate, the far row is the best deal we run.

Can a group book a whole sector?

Yes. A full row of ten, a mezzanine block, or a mixed set of seats can be reserved together through the booking form — just pick a sector and the hours, and note the group size in the name field. We hold adjacent stations where the plan allows so your squad sits as one.

What happens overnight?

From eleven the lights drop, the hall goes quiet and the night block runs your seat straight through to close. Admins stay on the floor the whole time. The mezzanine cools a little after midnight, so a hoodie is a reasonable call for a long session up top.

SECTOR 11 · YOUR SEAT

Book a station

Pick a sector and a block, and we will light your seat before you arrive. No queue, no guesswork — just a station waiting under its row marker.