Treyarch Explains How ‘Call Of Duty: Black Ops 6’ Gunfight Mode Works And How They Designed The Game’s Smallest Maps

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Treyarch Explains How ‘Call Of Duty: Black Ops 6’ Gunfight Mode Works And How They Designed The Game’s Smallest Maps
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Erik Kain is a writer and critic covering TV shows, movies, video games and books primarily in the 'genre' category including fantasy, science-fiction, mysteries, thrillers, post-apocalytpic stories and more. He was a 2014 Shorty Award finalist. His work has appeared in The Atlantic, Mother Jones and The National Review.

Treyarch Explains How ‘ Call Of Duty : Black Ops 6 ’ Gunfight Mode Works And How They Designed The Game’s Smallest Mapsis quite literally just around the corner. The game boasts the longest development time in Call Of Duty history, with a full three years of work going into this entry prior to release. It launches with sixteen total maps, with a seventeenth—Nuketown—launching just days after the main game.

Something that gets us excited about these maps is exploring things we might not do in larger 6v6 designs. Since Gunfight doesn’t feature Scorestreaks, we can place entire maps indoors or even underground, and even do some unique things that we can’t talk about yet.

With Warhead, we have a Strike map based on a variation of Nuketown that’s been swallowed up by the desert, so we’re actually covered in the Nuketown department for Gunfight. Looking ahead to post-launch, though, there’s always an opportunity to offer new ways to experience our Strike maps. Stay tuned!

The team assembles all these ideas and then looks at what would give us the strongest variety in terms of locations and visuals. At the same time, we consider what kind of gameplay fits into a certain place and then ask ourselves if we have enough diversity in size, complexity, verticality, dominant engagement ranges, and so on. From there, we test and tweak until we feel we’ve got just the right result.

We have best practices for map design at Treyarch. These are guidelines meant to be combined with the talents of individual designers to create something both uniquely theirs and on-brand for Treyarch. Three-lane designs are part of this.

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