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http://bashandslash.com/index.php?option=com_content&task=view&id=326&Itemid=87CoD4 Tactics: mp_vacant map
Written by jockyitch
Monday, 02 June 2008
In this latest article in our Call of Duty 4 map series, we explore another of the maps used by competitive gamers in CoD4. Though there are not many competitive maps in CoD4, this one could go down as an epic.

While we at BASHandSlash.com think that mp_vacant is legendary, general player attitudes fall everywhere. There are some who consider this the best map in CoD4, while others think this is the worst. What would cause such a huge variation in sentiment?

We will explore this question as we focus on the S&D gametype and assume a competitive tournament-style 5v5 set up.


Those that love mp_vacant point to the fact that this map has something for everyone. The run'n gunners love it because of the close-in firefights that can occur in the buildings. Campers love it because of the sheltered firing positions. Heck, even snipers find that they can impact play significantly thanks to the long narrow sight lines (one can argue that snipers will find they can dominate play on here even more so than on mp_overgrown).

On the flip-side, the consensus amongst those that hate it point to the sudden randomness of death that can occur here. One such example is the rain of nades that can eliminate you seconds out of spawn. Wall-spamming (shooting through walls) can get you shot by unseen enemies. And of course, snipers can shoot you without ever exposing themselves to return fire.

It is clear that those who hate this map have not learned the ins-and-outs of vacant. In the competitive eSports-scene, these "random" frags are usually anything but. At the high levels of competition play, being naded or walled in mp_vacant is more than likely due to calculated and learned skills by your competitors.


So lets look at the tactics that competitive teams employ on this map and hopefully, show the "haters" that they too can learn the skills it takes to pwn mp_vacant.




OVERVIEW

The map features the Spetsnaz force attacking a spec ops S.A.S. group in a derelict shipping facility.

There is an office complex in the facility which consists of a maze of hallways, bathrooms, kitchenette and offices, including a warehouse. The place is surrounded by a parking lot on the east side and a loading/ unloading area on the south and west sides.

The map is lit with a diffuse glow making it very difficult to see, especially for those in the buildings looking out. Missing roof panels and skylights allow the lighting to permeate right into the building's interior spaces.

While the gaps in the roof can let the sun in - they can also let in nades, as we shall see.

Some screenshots showing the Warehouse and western side of the complex. Note the gaps in the roof and the skylights in the offices.










The layout of the mp_vacant is shown below. The major landmarks are labeled.




The A Bomb Site



The B Bomb Site








STRATEGY OVERVIEW

mp_vacant is a map that favours the attacking (Spetsnaz) team significantly. The defenders are forced to camp in restrictive locations which in many cases are exposed to aerial attacks (via tactical nades), flanking action and even sniper fire.

Weapon Loadout

For both the defending and attacking team, the SMG AK74u is the overwhelmingly popular choice on this map (iron sight only). The 74u is especially liked for its wall-piercing power, yaw-rotation rate and devastatingly effect spray when fired from the hip.

The red-dotted M4 is also used by many players who are looking to project power from mid map. The M4 is typically used by the Spetsnaz player wishing to fire from the docks region - or the SAS player returning fire from inside the warehouse. M4's are less effective in-close in the offices and in the hallways. Alternatively there are quite a few using the AK47 (iron sights only).

Finally, the sniper rifle is also effective on this map and any team with a player that can wield one effectively should consider this weapon in certain situations (a slow push on A for example).

Offense Defense









Attacking

For the attackers, the A bomb-site is the preferred plant. The Warehouse which houses the A-bombsite has multiple entry and flanking points, it can be covered by a Sniper hidden in the Tanks/Containers region and it forces the defenders to camp all together and subjects them to the odd nade toss.

The B bomb-site is not as well liked as there are many places for the defenders to flank the attackers.

Whether the A or B sites are selected, control of the A-Hallway (for the A-plant) and the B-Hallway (for the B-plant) is a must.

It is not unusual for the first battles in any match to be fought in these hallways, with flashbangs being set off and nades being released. Players hurtle towards each other here in the hopes of capturing the Bathroom region which is the chokepoint on the map -- regardless of the plant.

In this screenshot, the attacker has climbed up and over a dumpster and into the A hallway. He flashbangs his way down with his goal of controlling the bathroom region. No...he does not have to "go"...the bathroom region is a main chokepoint and is one of three "cut-throughs" between the A and B bombsite. The first right leads to a hallway blocked by filing cabinets - and is a good spot for defenders to converge so as to outflank A-bomb site planters.

Down the hallway to the left leads to the warehouse and a common strat is to have your bomb carrier fly through this corrider, make a sharp left and plant quickly. Down the corridor to the right leads to the bathrooms and is another key site for defenders. If they pop out too late they can be mowed down. Rather than popping out, they can and will try to wall spam the attacker - for that reason a second attacker (lagging the bomb carrier) can flash bang the end of the hallway to stop the quick defenders who pop out and then a nade can then be tossed into the bathrooms to eliminate the "slow" defenders.




Flashbanging the B Hallway. Note the skylight - a perfect entry point for a set nade from the defenders. Capture the entrance into the Bathrooms and prevent the defenders from crossing to the A site.




It's not "Who dares wins" on mp_vacant...it's "Who controls the Bathrooms - wins".




The most important aspect, sometimes over-looked by the casual player on mp_vacant are the tactical nades - as these are effective in both attacking and defending we will discuss these separately:



TACTICAL NADES

While bomb sites in mp_vacant appear to be sheltered from the long-distance nade throw, they are not. Critically, defenders find themselves very exposed if they attempt to camp themselves adjacent to the bomb-sites.

For both sides, tactical (or also called "set") nades can be thrown nearly out of spawn and inhibit an all out rush on one or both plant locations.

For the attackers, effective set nade tossing locations include the steps going into the B site targeting the defense as it streams into the B Hallway - and somewhat more difficult spots west of the warehouse that target campers behind the A site.

For the defenders, nades fired through skylights or through the gates onto the steps leading into the B site are very effective at stopping the B rush and forcing a showdown at A.

There is no better way to explain tactical nades than to demonstrate them. There are excellent sites where you can learn to toss these (codjumper.com is one of the best). But here are several excellent videos showing them in action.

Note that the sky (more accurately, skybox) does not change in the game - so you can learn to throw your set nade by remembering the location you are tossing from and aiming at a point in the sky.

The best competitive players learn 20-30 locations on the map to toss these from.














Defending

The A and B hallways are as crucial for the defenders as they are for the attackers. Making this more difficult is the fact that the defenders do not know where the attack is coming from. However, you could try and use your knowledge as an attacker to thwart possible avenues of attack or even deny the attackers easy entry in the bomb site. Tactical nades can stop all out rushes into B. Another tactical piece of advice is that, given all the tiny hallways in this map, nade-cooking becomes very important. Attackers tend to pause a little before storming a room - if you know they are outside and about to come in, that pause may give you enough time to cook your nade and toss it at them.

Learn to control space indirectly through the use of nades.

Furthermore, learning wall spam locations also becomes highly important because more often than not on this map you will find yourself surrounded in a room with the attackers on the outside. Note: this may not be allowed next year in some competitions.








STRAT SUMMARY


An excellent example of how to play this map comes from the 2008 CEVO-A championship pitting Dynamic against Dynamo. Dynamic, which went on to be victorious, was simply crushed by a very prepared and very aggressive Dynamo on mp_vacant:

mp_vacant: 2-10; 3-3

View the game here .

Dynamo simply took charge and dominated the bathrooms. Dynamic was a bit too passive and had their heads handed to them. I highlight this match to highlight that practice on this map counts for a lot. mp_vacant was Dynamo's map. They practiced it to perfection and beat a better team on it. I use this match to illustrate the point that this map does not produce random results. You can learn it and become consistent on it.

For the attacker, the keys to this map are:

Be aggressive - use feints and overwhelm the defenders.
Control the Hallways
Dominate the Bathroom region
Tactical nades
For the defender:

Don't be passive - you'll be naded and wallspammed if you sit still.
It's a small map think about using TDM tactics and eliminate your opponent through flanking actions.
Prevent the attackers from getting access to the Bathroom cut-through.
Be aware of nade entry points into your camping regions.
Use cooked nades and dominate space indirectly through them.
Don't camp too far back


EXAMPLE STRATS


Attacking

1. Dynamo-esque

Dominate all sightlines into A: First, the one between the Containers looking into the Warehouse, and those along the A and B hallways.
Overwhelm the A hallway with 2 SMG's. The first SMG'er (and bomb carrier) rushes hard and makes the first left and heads into the Warehouse. The second SMG flashbangs the end of the hallway and throws a nade into the bathrooms. Speed here is the key - use the flashbangs to ensure you get to the bathrooms first.
Two more SMG's throw set nades, then head into B hallway. One flash-bangs the end of the hallway. These players will attempt to flank the defenders and control the eastern entrance into the bathrooms.
A "swing-man" with an AK47/M4 (or a sniper) hangs back and covers the docks area, throwing set nades towards the lunch room and back-barrels in the warehouse. The swing man can also knock out a defuse attempt or throw smoke towards the back of the warehouse to get the bomb carrier some cover late in the round.



Defenders

1. 3-1-1 defense

One SMG pushes through the B Hallway and dominate the filing cabinet cut-through hallway.
Three SMGs can swarm the bathrooms and the Warehouse. Prone camp behind the boxes.
A swing man can hang back at the B Bombsite and use set nades to prevent a B rush.
If you are caught deep in the warehouse make a break for it by rushing out the warehouse using flashbangs and smoke.

2. Oxmoze defense

The B-side is heavily camped and the A site is controlled indirectly using set nades.
Get to the bathrooms first and attack (sounds contradictory for the defense).
Do not sit on A - push B and flank the A attackers.
Posted by moseswylie
Jul 20, 2009 9:59 PM
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