SKIP TO CONTENT
MW4.STATS TACTICAL DATABASE TERMINAL
// 03 — SATELLITE RECON & ROTATIONS

MW4 Maps — Hardpoint Rotations & Callouts

21 maps in total — Core 6v6 13 (including Shipment on 27 Oct), Ground War 32v32 3 maps, Gunfight 4 maps, and one modular map, Kill Block. Every schematic is drawn in-house as vector art with an A1–F6 coordinate grid, and switching layers costs zero network requests. This MW4 maps guide covers all 21 of them, and each entry carries its own schematic plus Hardpoint order. Where a map has no fixed rotation — Kill Block — this MW4 maps guide says so rather than inventing one.

DATA VERIFIED: 23 OCT 2026 · PATCH 1.0 DATA METHOD →
NOTE

Schematics are structural, not to scale and not a precise reproduction. The CLEAN layer only labels zones for callouts — it makes no claim about exact dimensions. The HARDPOINT layer shows rotation order only: zone names appear once they can be matched to in-game callouts, and we do not invent them. DOMINATION and S&D layers land in v1.1.

21 / 21 MAPS
LEGEND1HARDPOINT = NVG GREENATTACK ROUTE = AMBER DASHDEAD ANGLE = IR REDCOVER
CORE 6V6● LIVEBETA TESTED

Cachette

France (Rail Station & Wine Warehouse)

DOMINATIONSOONS&DSOON
GarageWine CellarPlatformCourtyardABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELHeavy verticality. Take the garage and the wine-cellar stairwell early; never contest the open central yard.

GarageWine CellarPlatformCourtyard
CORE 6V6● LIVE

Coal

Soviet Mountain Coal Facility

DOMINATIONSOONS&DSOON
Main HallPipe RunConveyorSilo YardABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELMid-to-long range hold map. The pipe runs in the main hall are the best SMG flank route.

Main HallPipe RunConveyorSilo Yard
CORE 6V6● LIVEBETA TESTED

Lithium

Industrial Processing Plant

DOMINATIONSOONS&DSOON
TanksWest LaneEast LaneLoading BayABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELClassic symmetrical three-lane layout — the B flag and hardpoint P2 sit on the same deck.

TanksWest LaneEast LaneLoading Bay
CORE 6V6● LIVEBETA TESTED

Lotus

East Asian Sanctuary

DOMINATIONSOONS&DSOON
ShrineGardenPondGateABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELDense cover and constant close-quarters encounters. Build for fast ADS speed.

ShrineGardenPondGate
CORE 6V6● LIVE

Mumbai

India (Crowded Residential Hideout)

DOMINATIONSOONS&DSOON
AlleyRooftop RowMarketStairwellABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELTight alleys and stacked windows. Bring a Trophy system and watch the vertical angles.

AlleyRooftop RowMarketStairwell
CORE 6V6● LIVE

Munition

Arms Depot

DOMINATIONSOONS&DSOON
Crate YardDepotAmmo LinePerimeterABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELFast indoor-outdoor transitions. The stacked munition crates reward shotguns and melee.

Crate YardDepotAmmo LinePerimeter
CORE 6V6● LIVE

Nautical

Maritime Shipyard

DOMINATIONSOONS&DSOON
Container RowDry DockCrane DeckHullABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELFlexible container routes with climb-and-hang firing angles.

Container RowDry DockCrane DeckHull
CORE 6V6● LIVE

Reactor U92

Nuclear Facility

DOMINATIONSOONS&DSOON
Core RingCatwalkCoolantControl RoomABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELThe reactor ring corridor turns into a meat grinder. Control the catwalk sightline and you own it.

Core RingCatwalkCoolantControl Room
CORE 6V6● LIVEBETA TESTED

Rooftops

NYC (Snow-Covered Hotel Times West)

DOMINATIONSOONS&DSOON
GreenhouseLaundrySkybridgeEdge WalkABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELThree lanes: greenhouse, laundry and the outer catwalk. Mind the snow edges — they drop.

GreenhouseLaundrySkybridgeEdge Walk
CORE 6V6● LIVE

Sentry

DMZ Border Outpost

DOMINATIONSOONS&DSOON
WatchtowerBunkerOpen FieldGate LineABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELOpen sightlines. Marksman rifles and snipers have the advantage here.

WatchtowerBunkerOpen FieldGate Line
CORE 6V6● LIVEBETA TESTED

Silkworm

Urban Street & Game Room

DOMINATIONSOONS&DSOON
Main StreetArcadeConvenienceCrossingABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELGround-level street fighting. Main-street vehicles chain-detonate; the arcade and convenience store are must-takes.

Main StreetArcadeConvenienceCrossing
CORE 6V6● LIVEBETA TESTED

Transit 213

Bus Terminal

DOMINATIONSOONS&DSOON
Bus BayTicket HallPlatform EFuel StopABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELTiny, hyper-fast map. The abandoned bus in mid is a grenade killbox — bring a Trophy system.

Bus BayTicket HallPlatform EFuel Stop
CORE 6V6OCT 27 UPDATE · T-4D

Shipment

Cargo Ship

DOMINATIONSOONS&DSOON
Center CrateContainer AContainer CSpawn CornerABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELUnlocks on day four (27 Oct). The fastest place to max weapon levels and grind camos.

Center CrateContainer AContainer CSpawn Corner
MODULAR● LIVEBETA TESTED

Kill Block

Dynamic 3-Slab Arena (500+ Combos)

DOMINATIONSOONS&DSOON
Slab αCenter BlockSlab βLink CorridorABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELEach round stitches two outer slabs to one central slab — a nod to Crash, Highrise and Shoot House. Runs 3v3 and 10v10.

Slab αCenter BlockSlab βLink Corridor
GROUND WAR● LIVEBETA TESTED

Imjin Farmland

Hajin Outskirts (Korea)

DOMINATIONSOONS&DSOON
MillRice TerraceFarmhouseRoad BendABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELThe central mill overlooks the whole map. Roads are narrow — bring a PILA or JOKR for vehicles.

MillRice TerraceFarmhouseRoad Bend
GROUND WAR● LIVEBETA TESTED

Wolves Stadium

Downtown Hajin Stadium

DOMINATIONSOONS&DSOON
PitchNorth StandTunnelJumbotronABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELVehicles cannot push the open amphitheatre. Use ascenders to take the roofs fast.

PitchNorth StandTunnelJumbotron
GROUND WAR● LIVE

Forest

Mountain Timberland

DOMINATIONSOONS&DSOON
ClearingLog CampRidgeCreekABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELDense woodland cover — an infantry-and-armour push map.

ClearingLog CampRidgeCreek
GUNFIGHT● LIVE

Café

Urban Bistro

DOMINATIONSOONS&DSOON
CounterKitchenTerraceABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELCompact indoor duels. Read the sound cues in the first three seconds.

CounterKitchenTerrace
GUNFIGHT● LIVE

Library

State Wood-Paneled Library

DOMINATIONSOONS&DSOON
Reading HallMezzanineStacksArchiveABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELHolding the central upper walkway suppresses both bookshelf spawns.

Reading HallMezzanineStacksArchive
GUNFIGHT● LIVE

NYC

Manhattan Street Block

DOMINATIONSOONS&DSOON
CrosswalkStorefrontScaffoldABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELSymmetrical cover duels — watch the mid lane for a hard-scoped sniper.

CrosswalkStorefrontScaffold
GUNFIGHT● LIVE

Smuggler

Rail Yard & Warehouse

DOMINATIONSOONS&DSOON
BoxcarWarehouse WWarehouse ELadderABCDEF123456
SCHEMATIC — NOT TO SCALE · DRAWN IN-HOUSE
LAYER: CLEAN

INTELThe train-roof ladder is high risk, high reward. Both warehouses are the flank routes.

BoxcarWarehouse WWarehouse ELadder
// MODULAR ARENA

MW4 Maps — Kill Block, and how the slabs stitch together

Each round draws two outer slabs from a pool — a nod to the structural language of Crash, Highrise and Shoot House — and stitches them to one central slab: 500+ theoretical combinations, running 3v3 and 10v10. Because the terrain changes every round, hardpoint positions are not fixed, so this page does not list rotations. Only general principles: take the central high ground first, then clear the choke points on the outer slabs.

OUTER α

High-verticality flank route — SMGs and shotguns

CENTER BLOCK

Dictates the sightline for the whole round — highest priority

OUTER β

Long-sightline hold, best for rifles and marksmen

// FAQ

MW4 Maps — Frequently Asked Questions

How many maps are in MW4 multiplayer?
Twenty-one: thirteen Core 6v6 maps, three Ground War 32v32 maps, four Gunfight 2v2 maps and one modular arena. Shipment is the odd one out — it is counted in the Core 6v6 total but does not go live until the 27 October update, which is why some outlets report 20 at launch.
What do the A1–F6 grid letters mean on the schematics?
They are a coordinate frame, not a game feature. Read them like a chessboard: the letter tells you which vertical band you are in, the number tells you how far down the map you are. It exists so a callout in a tactical note can point at a specific band instead of saying "over by the thing on the left".
Are these maps accurate enough to walk a route from?
No, and the page says so twice for a reason. Every schematic is drawn in-house as a set of rectangles and corridors — it shows zone relationships, rough sightlines and Hardpoint rotation order, not distances or angles. Use it to learn a map's shape before you load in, then learn the map in-game.
Why is there no Hardpoint rotation for Kill Block?
Because it has no fixed rotation to publish. Kill Block is modular: each round attaches two outer slabs to one centre slab, so the hardpoints move with the layout. Publishing a P1–P5 order for a map that reshuffles its own geometry would be inventing data.