News - Warzone's New Map Is The Best Yet
Introduction
I managed to play the new war zone early over in Los Angeles, and while everybody was talking about the New Movement, the new gunplay, and the things that had been fixed and improved, without a doubt, the best thing in this new version of War Zone is the new map of Ukraine, and today I wanted to talk to you about why don't get me wrong.
There are lots of really positive changes in the new war zone, including the brand new movement system, which feels a lot more like modern warfare in 2019. But the reality is that the big BG feature of any war zone map is how well it plays and how well it flows, and definitely movement and gunplay are part of that, but the bigger picture is that the map is the most essential factor in all of it, and as much as I saw, some people say that ukam was decent and good online.
I was surprised people weren't singing it. Praises more oikon to me without a doubt is the best map Call of Duty has produced for Battle Royale, and after about 5 hours of hands-on time that was incredibly clear to me from the GetGo, now I have lots of footage of this new map, including a fly-through where I managed to dance around in a helicopter and show you guys all the little bits and details, and I wanted to use some of that footage today to illustrate to you guys the significant changes that Zikan has made, why this map is so good, and what the developers have done to make sure that this will be the best one yet, but if there was a way I could quickly To summarize all the things I'm going to talk about, it's all about generational improvements.
Warzone's new map urzikstan
The developers have really taken everything that they've learned from Vians, everything they've learned from Al Mazra, and everything that they've learned from Caldera, and I really feel like they've quantified all of those lessons into one really big experiment. Often, with most article games, the big problem that you have with development teams is that they change all the time they chop things.
Things get messy; you lose experience; you gain experience; and you can lose sight of what makes certain things good or bad. I mean, you only need to look at Battlefield 2042 to see a game that clearly suffered from the fact that lots of veteran developers left the title, but the total opposite of that seems to be the case with Urzikstan.
The guys who have developed this map and the guys who have put it together very clearly play a lot of war zones or have very clearly been part of the war zones. Journey for a very long time now, and this leads me on really nicely to the first big improvement, and the major part of Zakan that you will notice is saying goodbye to open spaces , hello density.
Urzikstan is the most dense map yet
Now you can see this from the top-down version of the map, let alone fly around it yourself. The amount of open green areas and spaces in the map is significantly reduced; this is like the polar opposite of Caldera; not only are the points of interest themselves super dense with lots of buildings, lots of alleyways, lots of cover, and lots of different rotational routes, but the interior of those points of interest also has density to them.
You will be able to move from one point of interest to another point of interest without having to cross a massive green open space. This was definitely something done better in Al MAA in terms of moving from one objective to the other without just crossing wide open spaces, but it was nowhere near perfect, and the problem with Al Mazra in particular is that it relied on having a huge hill in the middle of the map for you to move from the north side to the south side.
You had to rotate using these zip lines on the tops of mountains or parachuting off of those mountains in order to move from A to B without any issues, but this is the first time we've seen it in Zstan. The polar opposite of that this map is flat and it has density to it and you're not rying on jumping off of major buildings or structures to Traverse the map quickly instead you have lots of different Vehicles helicopters and a general flow of dense buildings to use to get from A to B without being spotted, there were a lot of times when we were playing this new map where I was caught out in the open and I found myself with cover around me even in some of these wider Open Spaces but once you're in and around the points of interest which are the majority of the space you have so many options at your disposal and I think it really benefited how war zone played and this real focus on having map density, without making the map super mountainy or hilly, is one of the biggest improvements you're going to notice straight away and I hope from the gameplay and fly through you've seen in the background how apparent that is there's just so much going on in these spaces.
This leads me on to my second point about how this map is doing things well, and for me, it's intelligent design decisions.
Warzone's new map is fun
This is the first war zone map I felt in a while. Moving around the map, you can see they've thought about having fun, and you can also see they've thought about how war zones work. The best fights in War Zone are the ones where you can outthink and outmaneuver an opponent, whether that's flanking them from some kind of distance or trying something a little bit crazy, rash, and irrational.
You need to have the map work done in certain ways to get that done. And giving the player flanking options and also options to just do something fun and crazy, and it's these massive skyscrapers. In the middle of the city, you have without a doubt the most easy rotation of any of the other skyscrapers, be it horizontal or vertical zip lines to flank opponents.
You could drop in on these rooftops. You can sneak in on these different buildings, and you could just try things that you wouldn't really be able to do in the current iteration of Al Mazra. It very much reminded me of when we had Nakatomi Plaza in the original war zone Vidan E4 map because the nakatomi plaza although it was a little bit wacky and a little bit crazily designed, the big thing about it was the rotational play it gave you on all the other buildings, and then on the southwest side of the map.