As the name suggests, you’ll fall victim to the crossfire of the sniper battles that take place between these structures, with smaller-arms battles taking place inside each of them. This one takes place on a long winding street with multiple buildings on both the horizontal and vertical ends of the map.
CROSSFIREĪs with some of the other maps in this game, Crossfire is almost a direct copy and paste from the War Pig campaign mission. The sewer tunnel often went overlooked, which a sneaky player could take advantage of to surprise the enemy. A lot of the action took place near the three tanks in the centre, which also allowed access to each lane. Each lane was set far apart from each other, with smaller alleys, tall grass and an underground tunnel allowing a team to move around unnoticed. AMBUSHĪlso guilty of the three-lane design, but what set this above Wet Work was how easy it was to flank the enemy. Despite the problem with snipers, it was a map you could adjust to your playstyle which made it accessible to players of all types. The darkness of the environment also meant it was easier to move around without being spotted. One side of the map was wide open, allowing snipers to reign supreme, while the other had buildings and cover that were more suited to close and medium-range combat.
I think a lot of players had a love-hate relationship with Bog. But if a team managed to hold a section of the upstairs area, it was an easy win. The courtyard in the centre was usually avoided due to how exposed it was, but there were many options around the edges that offered unique ways to flank the enemy. SHOWDOWNĪs the map was too small for snipers but also too open for close-quarters players, Showdown was decent for those using assault rifles and light machine guns.
The one thing that set this above Bloc was the fact that moving around got easier if you stuck to the edges of the map, and the west side of the launch site had enough cover for you to rack up a decent killstreak. The centre offered very little cover with the exception of blast shields and concrete barriers, which didn’t see much use due to how easy it was for snipers to move around the edges and pick off anyone in the middle. The map is circular in design, with smaller hangars dotted around the edges. Like Bloc, Countdown also suffered from sniper problems. With more recent Call of Duty maps favouring this level design – WWII’s USS Texas and Flak Tower come to mind – Wet Work was a premonition for what the series’ multiplayer would become. Flanking was impossible due to how narrow it was, and it was incredibly easy to get pinned down during a game of Domination or Sabotage. With its tight spaces and symmetrical three-lane design, this map would see a lot of use by snipers and medium-range combatants. Although the amount of cover and low brightness helped to alleviate the sniper problem that Bloc had, Downpour just ended up looking incredibly bland in comparison and didn’t manage to adapt well to Modern Warfare’s fast-paced gameplay. As with Bloc, a lot of the map saw very little fighting as most of the action took place around the barn. This one is my personal least-favourite map due to the limited visibility caused by the never-ending rain. Flanking was an option, but tough to try alone due to the open space and the fact that each building was relatively easy to defend by a team. If you weren’t using a sniper rifle on this map you were almost guaranteed a negative kill-to-death ratio, as attempting to fight close-quarters usually made you an easy target. The tribulations of this map were not exaggerated despite being very large, most of the action took place in a central courtyard, with sniper battles raging between two apartment buildings on each side. BLOCīack during the peak of Call of Duty 4’s popularity, I don’t recall ever seeing Bloc coming up in the lobby screen without every player immediately jumping on the veto button. Note that this doesn’t include content included in the Variety Map Pack as I didn’t own that back in the day. Modern Warfare in particular still stood out to me as a solid online experience, and with that fun system in place there also has to come a great selection of maps right? I took the liberty of ranking each map from the base game from worst to best, mixing in both what I think of the maps now as well as my memories of playing them back in its heyday.
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I recently returned to the series after a long hiatus and checked out the multiplayer components for nearly every major Call of Duty release since the series’ debut in 2003.