This is a free-for-all mode where players only have one bullet to start, and they only receive another bullet after earning a kill. The last player standing wins. As always, this new season brings another tier battle pass. Honestly, it seems like a missed opportunity not to include a zombie bear. Players can expect this map later in Season Four, likely with the mid-season update.
Thanks to Stitch taking down those satellites, Warzone gained some new points of interest with the arrival of the Ground Fall event, as the satellites crashed all around Verdansk. There are also Sat-Links that can be located and secured to complete objectives for the event. You can also gain helpful items to use during the match, such as powerful killstreaks, vehicles, and field upgrades.
However, there are a lot of good changes for Season 4. Of the four Face Off maps, Game Show may be the trickiest in terms of anticipating where the next attack will originate from. The backstage dressing rooms are great for staging an ambush against enemies rushing through the top of the map. Likewise, be aware of potential enemy attacks from here. When in doubt, toss in an explosive to dislodge your opponent. When your team moves to the game show floor, take the backstage area; when they move backstage, take the floor.
Set deep in the Cheyenne Mountain Complex, ICBM is the smallest of the four Face Off maps, featuring a circular layout at the center of which rises the eponymous ballistic missile. The sides and middle both feature sunken floors, connected via a tunnel system with ladders at the center for easy traversal between the two levels. Use the obstacles surrounding the middle platform to climb up next to the ICBM. Move around the perimeter and fire down at unsuspecting enemies.
The stark marble offices offer an open layout with a large central bookshelf at the center surrounded by ground floor office desks. Stairs lead up to a balcony along the top, while the bottom map offers some respite via two small offices. The top balcony offers a thick railing which can be climbed upon for a greater view of the ground floor. With its wide-open layout, it can be difficult to traverse KGB undetected. Travel through the lower interior offices when you need to get to the other side with a low profile.
U-Bahn takes players underground in the heart of West Berlin. A long map featuring two parked trains alongside elevated platforms, this transit station forces frequent and fierce collisions as teams move against each other from either side. Crouch down in the tracks, fight from above, or take up position as a sentry inside one of the trains.
With its long layout, U-Bahn may be the Face Off map most favorable to sniper play. Plus, big maps tend to have a lot of sightlines, encouraging players to camp with snipers, which isn't much fun. No Season 6?
Then, three-lane maps maps with three main routes: one on either side and one in the middle with very well-defined lanes are also essential to a great Call of Duty map. Maps with endless cover, tons of sightlines, and lots of head glitches pieces of cover you can hide behind to obscure most of your character when shooting encourage camping and make it difficult to not get beamed from a far-off angle you didn't even know was possible.
However, it's also important that lanes are dynamic with lots of ways to move between them and that lanes aren't straight sightlines without any cover, because then lanes are just funnels for players to camp at an end of and farm kills from forever. Lastly, a great Call of Duty map needs to have rock solid spawns.
Spawns have to make sense, and spawn locations need to be far away enough from enemies to keep the game feeling fair but not so far as to make the map feel too big.
So, how well do Cold War maps manage to embody these characteristics? There are just a few maps in Cold War that are simply too big for most modes, like Cartel or Miami or Satellite which nobody in a lobby tends to vote for because of the camping and the snipers. And while no Cold War maps stray too far from the three-lane design, some maps go too far in that direction, like Armada Strike with its long, simple lanes.
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