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XBox Wire
XBox Wire Official
· 4 weeks, 1 day ago • Mike Nelson, XBOX Wire Editor

Call of Duty: Modern Warfare 4 – Inside the Maps and Movement of Multiplayer

Briefing

Infinity Ward is using Modern Warfare 4’s Multiplayer to rethink how Call of Duty maps communicate place and pace at the same time. The team is building around a South Korea-inspired setting, with early maps like Silkworm and Lotus helping define the visual language for larger spaces such as Hajin in Warzone. Photogrammetry, on-site scanning, and environmental storytelling are being used to make the locations feel authentic without compromising competitive readability.

The big design shift is movement and flow. Rather than leaning on heavier character feel, the team is reducing cover density to lower cognitive load and speed up decision-making. New traversal options include pipe climbs, under-vehicle slides, and a mantle-slide that preserves momentum and keeps the weapon up, giving players more route variety and more aggressive flank options.

The art and design teams are clearly working in lockstep. Map geometry is being adjusted for gameplay scale, with doors, windows, and streets widened or bent where needed so multiple players can move through spaces cleanly. Visual cues such as copper drainpipes are being used to signal climbable surfaces instantly, which matters when traversal is becoming part of the core combat language.

For developers, the interesting part is the balance: the team is trying to make maps feel like real places while still serving sightlines, traversal readability, and fast combat. That means late-stage geometry changes, strong material language, and a lot of playtesting to keep the new movement tech from turning into visual noise or layout...

“Gameplay is king.”

— Geoff Smith · On balancing environmental storytelling with competitive clarity
Original source
Read on XBox Wire
At a glance
what
Infinity Ward is unveiling Modern Warfare 4 Multiplayer maps and movement changes, including pipe climbs, mantle slides, and under-vehicle traversal.
who
Studio Multiplayer Creative Director Geoff Smith, Technical Designer Jack Hoppus, and Art Director Sergio Gill are leading the discussion.
when
The reveal landed during Call of Duty: NEXT alongside the first of two beta weekends.
impact
Map layouts are being tuned for faster play and clearer reads, with reduced cover and new traversal routes affecting combat flow and level design.
Signal Positive

Strong design focus with promising traversal and art direction

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