Cachette
France (Rail Station & Wine Warehouse)
INTELHeavy verticality. Take the garage and the wine-cellar stairwell early; never contest the open central yard.
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.
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.
France (Rail Station & Wine Warehouse)
INTELHeavy verticality. Take the garage and the wine-cellar stairwell early; never contest the open central yard.
Soviet Mountain Coal Facility
INTELMid-to-long range hold map. The pipe runs in the main hall are the best SMG flank route.
Industrial Processing Plant
INTELClassic symmetrical three-lane layout — the B flag and hardpoint P2 sit on the same deck.
East Asian Sanctuary
INTELDense cover and constant close-quarters encounters. Build for fast ADS speed.
India (Crowded Residential Hideout)
INTELTight alleys and stacked windows. Bring a Trophy system and watch the vertical angles.
Arms Depot
INTELFast indoor-outdoor transitions. The stacked munition crates reward shotguns and melee.
Maritime Shipyard
INTELFlexible container routes with climb-and-hang firing angles.
Nuclear Facility
INTELThe reactor ring corridor turns into a meat grinder. Control the catwalk sightline and you own it.
NYC (Snow-Covered Hotel Times West)
INTELThree lanes: greenhouse, laundry and the outer catwalk. Mind the snow edges — they drop.
DMZ Border Outpost
INTELOpen sightlines. Marksman rifles and snipers have the advantage here.
Urban Street & Game Room
INTELGround-level street fighting. Main-street vehicles chain-detonate; the arcade and convenience store are must-takes.
Bus Terminal
INTELTiny, hyper-fast map. The abandoned bus in mid is a grenade killbox — bring a Trophy system.
Cargo Ship
INTELUnlocks on day four (27 Oct). The fastest place to max weapon levels and grind camos.
Dynamic 3-Slab Arena (500+ Combos)
INTELEach round stitches two outer slabs to one central slab — a nod to Crash, Highrise and Shoot House. Runs 3v3 and 10v10.
Hajin Outskirts (Korea)
INTELThe central mill overlooks the whole map. Roads are narrow — bring a PILA or JOKR for vehicles.
Downtown Hajin Stadium
INTELVehicles cannot push the open amphitheatre. Use ascenders to take the roofs fast.
Mountain Timberland
INTELDense woodland cover — an infantry-and-armour push map.
Urban Bistro
INTELCompact indoor duels. Read the sound cues in the first three seconds.
State Wood-Paneled Library
INTELHolding the central upper walkway suppresses both bookshelf spawns.
Manhattan Street Block
INTELSymmetrical cover duels — watch the mid lane for a hard-scoped sniper.
Rail Yard & Warehouse
INTELThe train-roof ladder is high risk, high reward. Both warehouses are the flank routes.
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.
High-verticality flank route — SMGs and shotguns
Dictates the sightline for the whole round — highest priority
Long-sightline hold, best for rifles and marksmen