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Tag: Modern Warfare II

  • 2 New Maps Are Coming To ‘Call Of Duty: Modern Warfare II’ In Season 1

    2 New Maps Are Coming To ‘Call Of Duty: Modern Warfare II’ In Season 1

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    Call Of Duty: Modern Warfare II is about to get its first season of new content alongside the launch of the free-to-play Warzone 2.0. Tons of new stuff is on the way, and not a moment too soon.

    Modern Warfare II released with a number of maps—some better and some worse—it didn’t release with that many. There were supposed to be eleven total, but Valderas Museum was pulled before launch. It’s possible that Breenbergh Hotel will also be pulled since it’s modeled after a real world hotel (just like the museum). I have lots to say about all of these maps, but we’ll save that for a different post.

    There are also Ground War maps, all of which are pieces of the larger Warzone map, but I don’t really like Ground War all that much, so my focus is on the smaller 6v6 maps.

    In any case, one of the best additions coming to Season 1 will be two “new” 6v6 multiplayer maps. I use scare quotes here because neither map is new, but both are new to this game. The new maps are:

    Shoot House (Launch)

    Shoot House was created for Modern Warfare (2019) and is a smaller, three-lane map that immediately became one of the most popular maps in that game. It’s rectangular but not too long. It features a right and left lane that provide a ton of cover. The middle lane is open for sniping, but can still be navigated if you’re quick, with some cover in the very center. There are some indoor areas on both sides of the map, but by and large this is an outdoor map, leaving most Killstreak options on the table. Here’s an overhead view of the 2019 map:

    This map works great for pretty much every mode, though it’s just a tiny bit too big for proper Gunfight (though Modern Warfare II tragically does not have Gunfight yet). Search & Destroy, TDM, Domination, Hardpoint, etc. all work great on this map and it’s going to be a welcome addition to Modern Warfare II, which continues Infinity Ward’s long-running tradition of releasing too many big 6v6 maps at launch. The game absolutely needs three or four more Shoot House (or thereabouts) sized maps.

    Shipment (In-Season)

    Shipment is to Modern Warfare what Nuketown is to Black Ops. This is a very small map, small enough for Gunfight matches (here I go again, talking about Gunfight . . . ) and still somehow lots of chaotic fun in full 6v6 matches.

    Many different iterations of this map have been made over the years since it launched with Call Of Duty: Modern Warfare 4 over a decade ago. It was in Modern Warfare 2019 and even last year’s Vanguard.

    This version is a little bit different. Instead of being a yard of shipping containers, it takes place on an actual cargo ship, with dark, stormy seas all around its edges. Judging by the above image, it’s still roughly the same shape as previous entries, but with a few slight modifications.

    This is one of the most hectic multiplayer maps you can play and I’m definitely excited to level up some guns on this one, as you can get a ton of XP in these fast, high-kill matches (perfect for leveling instruments of destruction like rocket launchers and LMGs, or point blank and melee kills). Mayhem. Pure mayhem.

    Between these two maps we’ll finally have an alternative to Farm 18 for small maps. Mercados Las Almas is close to Shoot House in size, but I think still a bit bigger.

    Modern Warfare II and Warzone 2.0 Season 1 launches on November 16th. I’ll have lots more coverage of the upcoming season and free-to-play battle royale game here on this blog.

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    Erik Kain, Senior Contributor

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  • ‘Modern Warfare 2’ Launch Patch Notes: All The Changes From The Beta

    ‘Modern Warfare 2’ Launch Patch Notes: All The Changes From The Beta

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    The Call Of Duty: Modern Warfare II beta gave gamers on PlayStation, Xbox and PC a chance to check out the game’s multiplayer weeks before launch.

    It was a fun introduction to the game—but also a way to weed out bugs and other issues, of which the CoD community found many. Some of the biggest problems gamers had with the beta (myself included) were:

    • Poor visibility making it hard to spot enemy players especially in areas with low light or lots of busy colors.
    • Footstep audio problems that made it difficult to identify enemies.
    • Weird issues like extremely loud Dead Silence field upgrade volume when you’d activate—which is odd given it’s designed to make you dead silent.
    • Some players were unhappy with the mini-map which doesn’t reveal quite as much intel about enemy player locations as it has in the past.
    • Bugs and glitches galore, naturally.
    • Extremely awful menus that were confusing to navigate and poorly designed, making it hard to figure out how to view lobbies, invite friends to play or access menu options.

    MORE FROM FORBESHere’s Every ‘Modern Warfare 2’ Multiplayer Map And Mode Available At Launch

    Of these, the poor visibility and UI were my biggest issues. I was less bothered by the footsteps and don’t have an issue with the way the mini-map works. Fortunately, it sounds like Infinity Ward has made changes to many—though not all—of player complaints. In the below patch notes, there’s nothing about the mini-map which sounds like it will remain the same.

    One of the biggest changes is the addition of diamond icons above enemy heads to help with visibility. I’ll need to play and see how these work in practice. I was actually getting used to no enemy nameplates by the time the beta was over, but I can see how many players would find this frustrating.

    Changes to audio, UI, movement, matchmaking and more have been made, all of which will hopefully make the game a smoother experience to play at launch than during the beta. We’ll know soon enough—Multiplayer goes live soon!

    MORE FROM FORBESHere’s The Exact Time ‘Call Of Duty: Modern Warfare 2’ Multiplayer Goes On PlayStation, Xbox And PC

    Check out the patch notes below to see all the changes from the beta:

    Enemy Visibility

    • We have added diamond icons above the heads of enemies. This should make it easier for players to clearly identify opponents in the game.
    • Additionally, we’ve continued to tweak lighting and contrast for improved enemy visibility.

    Audio

    • We’ve shortened the overall range of footstep audio which will allow enemy players to get closer to targets before they are able to detect footsteps. We have also continued to tweak teammate footstep audio, which will now be quieter following feedback from the Beta.
    • The in-world activation sound effect volume range for the Dead Silence field upgrade has been drastically decreased.

    Third Person

    • Following feedback from Beta, aiming down sights will now stay in third person POV for low-zoom optics. Only high-zoom optics (beginning with the ACOG and higher) and special optics such as Hybrids and Thermals will revert to first person POV. We believe this will enhance the third person experience while keeping the gameplay balanced. The feedback on this mode has been very positive, and we will continue to explore its use as a modifier.

    Weapons

    • We have continued to tweak weapons across the game following both feedback from Beta players and game data. Players can expect more specifics on weapon tuning as we continue to support post-launch.

    UI

    • We have been working hard on numerous updates to our UI that make accessing and customizing your loadout more seamless. We’ve made improvements to navigation of menus and will continue to optimize our UX.

    Movement

    • Slide, ledge hang, and dive have been further refined. We’ve also addressed some movement exploits following Beta.

    Matchmaking

    • We have implemented some changes that aim to reduce lobby disbandment between matches. We look forward to testing this at a large scale and getting feedback.

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    Erik Kain, Senior Contributor

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