The Call of Duty franchise has evolved significantly since its early days. One notable change is the increasing prevalence of small maps. What started as an accidental inclusion has become a deliberate design choice, shaping the way players experience the game. Let's take a look at the evolution of small maps in Call of Duty, from the accidental birth of Shipment to the present day.
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The story begins with Call of Duty 4: Modern Warfare and the unintentional release of Shipment. This tiny, chaotic map was never meant for public consumption, but its inclusion sparked a surprising wave of popularity. Players embraced the constant action and high-kill gameplay, turning Shipment into an unlikely fan favorite.
The success of Shipment paved the way for other small maps in subsequent Call of Duty titles. World at War introduced Dome, while Modern Warfare 2 brought Rust, a map defined by its central tower and opportunities for trick shots. Black Ops introduced Nuketown, a map that has become synonymous with close-quarters combat and frantic gameplay, appearing in multiple iterations throughout the Black Ops series.
Modern Warfare 3 took the concept of small maps even further with the introduction of Faceoff mode. Designed for 3v3, 2v2, and 1v1 matches, Faceoff maps were even smaller than traditional maps, creating intense, intimate engagements. While some of these maps were locked behind DLC, they showcased the potential for tightly designed, small-scale combat.
Call of Duty: Ghosts marked a shift in the design of small maps. Strikezone, with a striking resemblance to Dome 2, and Showtime, a remake of shipment but doubled in size, was an experiment in expanding the small-map experience while still maintaining the frenetic action that players had come to expect. Players responded positively, requesting dedicated 24/7 playlists for these chaotic maps.
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