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Tunisia Blockout

This is a blockout practice for rebuilding a multiplayer map, "Tunisia", featured in Call of Duty: Online and Call of Duty: Mobile. https://blog.activision.com/call-of-duty/2020-05/Call-of-Duty-Mobile-Map-Snapshot-Tunisia

I also attached some of my thoughts on it's design.

Level Blockout Walkthrough
My thoughts on the map

Pathways/Navigation

Tunisia is a typical 3-lane map perfect for SnD mode:

  • There are three main paths connecting spawn locations for both sides, and the two side paths pass through both objective areas (bombsites).

  • Objective areas are closer to the defending team spawn location to make sure that the defending team can get into the objective area or reach the choke points to the objective area earlier than the attacking team.

  • The map has connecting paths that pass through the mid-area or the defending team's spawn location, allowing the defending team to rotate from site to site more quickly.

Clash Areas

  • There are multiple clash areas on the main paths, and players from both sides will spend approximately the same time reaching these areas and encounter.

  • Each clash area has three to four entrances (depending on the size of the area), also known as choke points. This makes the combat situation variable but not too complicated.

  • Some more open-ended clash areas (such as two objective areas) were placed with more covers, creating more various lines of sight and supporting diverse gameplay styles.

Interesting designs:

Players on the balcony and garden both have shortcuts to reach the objective areas or the main paths leading to the objective areas, providing more flexibility and value to these two locations.

Possible problems

Since I haven't played CODM/COD Online a lot (I'm more focused on those on consoles) and don't have much gaming experience on this map, my opinions mostly come from my limited experience and watching professional competitions. The following views on "weak points" are maybe just some problems that I have not fully understood.

  • In the professional competitions I have watched, the attacking team rarely chose to enter bombsite B from the middle path. The possible reason is that the entrance to bombsite B is located on low ground, giving the attacker a weaker line of sight. The defending team has seven possible positions to attack the player at the entrance, making this choice very dangerous.
    Improvement: If this entrance is adjusted to be at the same height as most positions in the area, with covers or modification on the position to reduce the threat, it may make it more valuable to the attacking team.

  • The times required for the attacking team to enter the winery from two paths are similar. If the player wants to rotate from the wine cellar to another entrance of objective area A (from 2 to 1), the path at the edge of the map is likely not to be chosen. So, I don't think that path has its unique features.

  • The side path design near the clash area "Shop" is very interesting, as it created an additional entrance to the clash area, making the situation more diverse. However, there may be a problem with the entrance for the defending team to enter the side path: the attacking team at the entrance on the right can spot or attack the player of the defending team attempting to enter the side path. Adjusting the position of the entrance may solve the problem.

©2021 by Yexiang Zhou.

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