Maps

MAPS

 

 

  • The large patch of water near the north edge of the map. Remain alert when passing by this, as enemies like to hide in the water.  They will also pass through an underwater path to access the building to the west of the water.

 

  • The square in the centre is a multi-level killzone. It is possible to rack up a large amount of kills by standing at and shooting through the upper window on the west side of this area. However, this will require support or decent skill to be able to survive.

 

  • The area on the east side has trucks and vans to hide behind. While it is quite open, if you stand on the east side of the odd shaped building (directly east of the cursor), you can shoot into the open area with relatively good cover. It is also a good place to call in care packages or call in scorestreaks.

 

  • The corridor just north of the water on the south edge of the map is a good place to plant trip mines and other traps. Just be aware of enemies coming south from the central area killzone, or enemies that come in from the water (top right corner of the water goes under the wall).

 

  • The building in the west side of the map (rectangular with the X on it) allows you to cover two directions of travel. The billboard beside it is a good place to call in care packages or other scorestreaks, as the billboard cannot be shot through.

 

 

 

  • The central area here is a killzone. However, there are a couple of places that give an overlook for this area. On the west side of the central area is a smaller square room with a small entrance to the central area. This is elevated, has decent cover, and only has the one other entrance. The other overlook is on the eastern side of the central area. While it is elevated, it does not have much cover. There is an aircon unit to hide behind, but that leaves you open for many flank attacks.

 

  • In the southern area, the south central room, as well as the two rooms to the east of that, have walls on the outside. Be careful of wall running enemies jumping in. In the south central room, also be aware of enemies coming south from the central killzone.

 

  • On the far eastern side, while it is quite open, it is generally the best place to call in care packages or scorestreaks. Enemies will less often come here because it is so open, and the aircon unit can be used to provide cover.

 

  • In the northern section, the three separate tips can be accessed by the use of the thrusters. This allows you to cross from one side of the map to the other easily. It also has multi levels, and walls leading to the far west and central areas, which can be good points of access with the use of wall running and thrusters.

 

  • In the far western section, you have good vantage for enemies coming through the attached area to the south-east. Just be aware of enemies coming through from the doors to the east of the west most area. In the not attached section a bit more south (use jump to access), you have vantage of the door to the east (good place for trip mines), and the wall run to the south-east.

 

 

 

  • In the southern section of the map, there are many places and things to do. There are three entrances (including one from the central killzone). The two big cover machines allow for flanks. There is a small box on the east side, and a rock on the west, that allows for decent cover while giving line of sight down most of the path. And many wallrunning opportunities.

 

  • The central area is a killzone. There are two elevated vantage points on the north-east and north-west corners of the central area. The north-east has a better view of the area, but worse cover.

 

  • In the northern section, there are points on the eastern and western side to cover for wall runners. The eastern can cover the wall, as well as the doorway that leads to the central killzone. The western side does the same, but there are two points enemies can come behind you. Even further to the west is another point of cover that will cover one of those points, but you wont be able to shoot at the wallrunning enemies anymore.

 

  • In the eastern section, the far section is good for calling in care packages or scorestreaks. This area also has the path leading up to the eastern vantage point for the central killzone (more field of view, but less cover). Just be aware of the vantage point on the other side directly opposite. The building to the south of the eastern section, is essenitally a smaller killzone. There is a lot of traffic here, and so is a great place for traps. Enemies can come in from the south path, the central killzone, around the corner from the vantage point, or even just spawning in from the care package area to the east.

 

  • The western section is another good area to call in care packages and scorestreaks. It is otherwise somewhat open and has three access points, so it is not as tactically advantageous.

 

 

 

  • In the central killzone (bigger room just under the rectangular hole in the map), the western doorway is highly contested, and so is a good spot for trip mines. It is generally easier to defend from the eastern side of this doorway (when you already in the bigger area). If you are attacking, flashbangs and concussions are good, and be careful of traps. The central room also has the five entrances that allow it to be a killzone.

 

  • In the northern section, the squareish room just to the east of the mid north has great vantage over the rest of the northern open area to the west. The upper level has good cover, and good coverage of the areas below. This is a good spot for a coordinated team.

 

  • The southern section is a multilevel area, which makes it harder to cover. The clear panes on glass can be broken. Can also be a good spot to double back and flank someone who is chasing you. If you are in the lower area, be aware this has the path to the central killzone.

 

  • The eastern section (around the SOS) is a good spot to call in care packages or scorestreaks.

 

  • The western section is very open to being flanked from many sides. The western side of the building in the south-west has a good view of the areas to the north, and the building for cover.

 

 

 

  • The central section killzone is not as obvious on this map. Just to the north of the middle area is a an elevated corridor/rooms that is the actual killzone. It has many points of access and views to both the areas on the north and south side. This killzone in particular is good for an aggressive short range weapon user.

 

  • In the northern section is a courtyard which is good to cover from the east and west windows. Your flank can be defended by trip mines. They are also good to flee from if you are being rushed from the courtyard, and defend from one of the rooms further back.

 

  • For the east and west sections, the main advice is to get off the street, and into the back paths and buildings. The street is far too open, and has many avenues to be flanked from.

 

  • The southern section is a good place to call in care packages and scorestreaks.

 

 

 

  • The central killzone is the street in the middle. Very open, and many points to get shot from, including two sniper spots in the upper level of buildings in the east and west side of the street.

 

  • The south-east to south section is a good line of run for short to mid range weapons. From the top right corner of the south-east building, to the bottom left corner of the south mid building, and all areas to the south are included in this.

 

  • The northern section with the train car is good for long range weapons. It is a long path, but be aware that there is another entrance/exit point in the middle of the path which can lead to the western side to flank you, if you are shooting from there. Additionally, if you are shooting from the western side, there is an elevated vantage point that can shoot at you (is also the same place that has vantage over the killzone). The room from the middle of the path is a good place to place traps.

 

  • The western section is a good place to call in care packages or scorestreaks. It is quite open, but has large boulders to hide behind. The western building has an elevated vantage point for the street killzone, as well as one of the points for the northern long range shooting. This building has many entrance points, most being windows. Place trip mines just inside from the window to take out enemies entering this way. The western window will most likely be the entrance point for flankers as there is usually no one covering it.

 

  • The eastern building has the viewpoint to see the street killzone. The other window has a view to the southern run and gun area. Be aware that the runners many also include this building as part of their run, so placing a trip mine at this window is a good idea. Otherwise they have to come in through the stairs underneath.

 

 

 

  • The central section is the killzone. It is open and has multiple vantage points looking onto it.

 

  • The northern building has a corridor and a stairway that is usually highly contested. Inside is a good place to put traps. The stairs on each end of the corridor are good positions to cover the doors at the entrance to the building. The middle of the corridor leads to a room which has a good vantage point for the killzone. However, enemies will jump through this window, and since the corridor is high traffic, flank attacks should be expected. Also, the downed aeroplane to the south-west has another vantage point that can shoot at you too.

 

  • In the southern section, the downed aeroplane can be hazardous due to the lights. Red coloured enemies may hide well here. However, this is also another vantage point for the killzone, as well as shooting across the way to the other vantage point. The rest of the southern area is a high traffic area, with many places for enemies to blend into rocks, or hide behind cover.

 

  • The western section is a good place to call in care packages and scorestreaks. This is a very open area, which means there is less traffic. The two rocks in the south-west of this area offer cover.

 

 

 

  • The central killzone is the house to the left of the central water. The west entrance doorway is a good trap area. The southern entrance enemies will jump through or shoot from below or from the building to the south-east, but it can also be a good sniping position. Opposite the west entrance is a pool of water that links to the central water, so expect enemies to jump up from here. The upper area is a bit more generally open, and has a large window and a door. While these give a good view of the area, it also means more directions to be shot from. The stairs leading up are also a good place for traps as enemies generally are trying to move quickly, and it is a confined space.

 

  • The northern section has a long cave (which enemies with orange lights will blend into). The bridge part of the cave is good for mid range weapons. Be aware that the northern water leads to the middle of the bridge, so enemies may jump out here, or just shoot you from the water below.

 

  • The southern section has a building in the east, on the edge of the map. From here you have a vantage point to the bridge, which has high traffic, as well as the southern window from the killzone. It also only has one other entrance, which is good for traps.

 

  • In the western section, there are a lot of good places for longer range. The elevated walkway has some good views, as well as to the killzone western door, while staying in reasonable cover. There are also good places in around the trees, with the rocks to hide behind, and shade making it harder to see anyone there. The trees also provide good cover to call in care packages and scorestreaks.

 

  • In the north east area, there is a cabin (next to the cave entrance) which is has a good view to a decent area. It has one entrance which is easy to trap. Enemies will also jump through the window, so traps are good here too. The path from here leading to the killzone is generally a bad idea, as you can be shot from the killzone window, the water on each side, the path itself, or the previously mentioned cabin. The rocks in the east of this area are good for flank attacks, or to double back when being chased. It does make it harder to cover though.

 

 

 

  • The central killzone is the squareish area to the south of the centre building. There are many ways to be shot from different directions. Feel free to shoot into this area, but do not pass through if possible.

 

  • In the northern section, there is an area which is good for long range. There are rocky sections at the edge that you can access with wallrunning and thrusters which can give good flanking. At the north-east corner of the large building, is a good spot to see towards the west, while providing some cover.

 

  • At the southern section is a corridor of holes and buildings which is good for shorter range. There is a lot of opportunity for wall running, and some good places for traps since it is so enclosed.

 

  • The western section is a good spot to call in care packages and scorestreaks. The southern bit of wall at the edge of the map can provide good cover for this. The building in the north-west edge allows players with some skill to wallrun around the outside edge, so be aware of this. The church in the middle of the western area has a good elevated vantage point for the killzone, however the ground floor has two entrance points.

 

  • The eastern section is a good spot to call in care packages and scorestreaks. The mounds of snow and rock can provide cover.

 

 

 

  • In the middle of the map, from north to south, are train tracks which trains will travel across periodically. A warning sound will play when a train is coming. If you get hit by a train, you will die.

 

  • The central area with the tracks is the killzone for this map. It is quite open, and has many places to enter and exit from. While there is some limited cover in the form of walls, there are a lot of flanks to have to cover. A coordinated team should be able to hold this area from anyone entering.

 

  • The northern section is a long path, and is good for getting from one side of the map to the other. While it does go past the entrance to the central area, most of the walls provide cover from all except those in the same northern area. Be aware that enemies can jump onto the debris in the water to the north and flank from below.

 

  • The east and west section are both good spots to call in care packages or scorestreaks. It is open but also have points of be covered from. It can also be used to shoot the wallrunning enemies that come from the north. On both sides, the southern section can give a good line to the door and the wallrun to the north.

 

 

 

  • The central open area is the killzone for this map. The building to the north-east of this is a very contested area, and multiple entrance points. It is a good area to defend as a group, as each entrance has good view, and through one of the doors is a vantage point over the killzone and the opposite vantage point.

 

  • The northern section is good for longer range, as it is quite open. There are a lot of opportunities for sniping and wallrunning here. Be aware that some of the areas of wallrunning cannot be jumped off early, so if there is someone waiting for you, there is no way to avoid them.

 

  • In the southern section, the building in the middle has a good spot to snipe the killzone. The only other way in is the stairs, but the lower level has many entrance points. Be aware that the ledge opposite in the north-ease is another vantage point.

 

  • The western section is a good spot for care packages and scorestreaks. The trees and vehicles can offer cover.

 

  • The eastern section is a good spot for longer range. It has a building which has limited view, but can be trapped. The area also has view to the other side of the wallrun, which enemies cant stop or avoid mid run without falling to their death. It also has a view down the path to the east.

 

 

 

  • The central South building and the areas directly surrounding it are the main killzones for this map, with players rushing into the large building to fire out the windows at approaching enemies. You can wallrun along the Southernmost wall to generally get inside safely. This is a good area to lay traps (trip mines etc) as long as you have the time to arm them before someone appears.

 

  • The Y intersection in the center of the map is normally one of the most heavy traffic areas for players, so taking the path along the North edge and shooting inwards towards players in this area is a very valid strategy.

 

  • The Eastern section is a good spot for care packages and scorestreaks. The vehicle and rocks can offer cover while you call them in.

 

  • The Western area of the map is often pretty deserted due to it's open nature, but the tunnel heading North from this area is often busy with player traffic making it a good spot for ambushes and traps.

 

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