We caught glimpses of a few Modern Warfare maps in this past week’s livestream. In some cases, we even got the actual map outlines. They showcased…
“Aniyah Palace” a 20v20 setting that gave us a look at the Ground War game mode.
“Grazna Raid” a 10v10 map set to the Headquarters game mode.
“Gun Runner” was the first 6v6 that showcased Domination
“Hackney Yard” was a 6v6 featuring Cyber Attack (NEW mode!)
“Azhir Cave” was a 6v6 with the classic Team Deathmatch
“Azhir Cave-Dark” was another 6v6 map with Team Deathmatch with something called “Realism” mode.
There were also some of the 2v2 Gunfighter maps. These are small, and we weren’t able to grab any of the map layouts.
“Stack”
“King”
“Pine”
With that, let’s get into the breakdown of each map we saw!
Modern Warfare Maps
Aniyah Palace
This map is MASSIVE! Fitting 40 players on a map isn’t easy, but the 20v20 maps are meant to provide plenty of options for moving around the map. It also allows you to pick your playstyle. Do you want to snipe? Or would you rather run and gun? In either case, the openness of these maps gives you choices without worrying about “lanes”.
If you look closely at the layout, you’ll notice buildings were different colors. The clearer buildings were generally one-story or were missing a roof while the whiter ones were two and three-story buildings.
We thought the 20v20 Ground War game mode would be absolutely insane with the number of people on a single map. However, it was surprisingly well balanced.
Grazna Raid
This felt like a slightly larger map compared to the standard 6v6 maps, but not nearly as big as the 20v20. Players engaged in a few quick skirmishes, but again the map felt very balanced and suited for various playstyles.
Gun Runner
This was a pretty cool map set in what felt like an abandoned train yard. The Domination mode seemed to flow very well, and teamwork was the obvious victor in the end.
Hackney Yard
The map was really cool, but the game mode was very interesting. In it, your goal was to retrieve an EMP and plant it at the enemy objective. If you got killed, you weren’t necessarily out of the game. Your teammates had the chance to come and pick you up (seemed like a 3-4 second revival time), but if your entire team was wiped – that was it.
Overall, the map had an intense and tactical feel to it. You had the opportunity to climb up onto the second floor of a building almost right out of the starting gate to gain an advantage. But there are so many buildings that if your playstyle is more of a “sub-machine gun (SMG) and clear rooms”, you still provided an edge for the team.
Azhir Cave
The map felt open in spite of a portion of it consisting of a large cave. Lots of open areas but still long sightlines that enabled sniping. You need to pay attention to your corners very closely as people can easily hide with a shotgun.
Azhir Cave-Dark
Intense. That’s what this game mode felt like. From what the developers were saying, each map has two versions – normal and dark. In the dark modes, night vision goggles (NVG) enable you to see the battlefield, and they’re a necessity. You have the option to toggle the NVGs on and off, but you can hardly see anything without them.
With the NVGs on, you can tell when someone is aiming their gun at you or near you. While you only see a red dot when aiming down the sight of your gun, you’ll be able to see the full laser line when others are aiming their guns. It gets a little tricky when you’re trying to tell a difference between your team’s lasers and the enemies’.
Gunfight Maps
These maps are small and intend to get players right into the thick of battle. Each round of the gunfight rounds starts players off with matching gun setups. You’ll get two rounds with each setup and then they switch to another setup. The round will end when the other team has been wiped out, a neutral flag is captured, or your team has the most health if neither of the first two objectives is accomplished in time. The flag appears after a set time in the middle of the playing field and a countdown will start. From there you have to finish eliminating the opposition, capture the flag, or be the team that has the most combined health.
Stack
This has a gun range feel to it. Each team starts out above the playing field and has a choice to make. Go down either side of the battlefield to try and flank the opponent, or go head-to-head down the middle. The choice is yours.
King
King felt a bit like an indoor gun range and brought back nostalgia for me as a player. The first two Modern Warfare titles’ campaign modes started you off with a run through a training course. You have several options in how to start this match. Immediately take the high-ground from the starting area, go down the middle, or seek shelter in the containers on each side of the map.
Pine
This map felt challenging. The shrubs, the trees, and the layout almost require you to move with caution in any direction. Shipping containers in the center of the map provide cover but also makes you vulnerable to lethals. The high ground near your starting position provides you with a better line of sight visibility but also takes you out of the majority of the map’s cover. The shrubs conceal your movement but also provide a false sense of security.
That’s all we were able to see during the livestream. We can’t express just how excited we are for the beta to drop in September and finally immerse ourselves in the gameplay. What are your thoughts? Let us know what you think in the comments on Twitter or Facebook at @IPlayCod.
The digital web wizard of iPlayCoD.com. Chaser of id10t errors. BLOPS4 Blackout enthusiast. An avid Call of Duty enthusiast since Call of Duty 2 hit the Xbox 360. You can find him doing completely random things in Call of Duty: Black Ops 4 in a shameless attempt to make his team laugh without getting wiped by the opposition.