Overwatch Wiki
Register
(Added New York to Hybrid)
Tag: Visual edit
ACBV1122 (talk | contribs)
(Added flashpoint maps)
Tags: Visual edit Mobile edit Mobile web edit
 
(104 intermediate revisions by 30 users not shown)
Line 1: Line 1:
''[[Overwatch]]'' features several different '''maps''' based on locations, both fictional and real, around the world.
+
'''Maps''' are the environment in which Overwatch is played. ''[[Overwatch 2]]'' features several different maps based on locations, both fictional and real, around the world. Most maps have an objective the players must accomplish to win the match.
   
 
==Standard Play==
 
==Standard Play==
There are 21 maps available for standard gameplay: 5 [[Assault]] maps, 6 [[Escort]] maps, 5 [[Hybrid]] maps, and 5 [[Control]] maps. These are the maps used for [[Quick Play|Quick]] and [[Competitive Play]] and are the biggest maps in ''Overwatch''.
+
There are 27 maps implemented for standard gameplay: 8 [[Escort]] maps, 7 [[Hybrid]] maps, 7 [[Control]] maps, 3 [[Push]] maps, and 2 [[Flashpoint]] maps. These are the maps used for [[Unranked]] and [[Competitive Play]] and are the largest maps in ''Overwatch''.
   
  +
===Control===
A new map type for the [[Push]] game mode is set to launch alongside ''[[Overwatch 2]]'' for both ''Overwatch'' and ''Overwatch 2''.
 
  +
{{main|Control}}
 
===[[Assault]]===
 
 
<gallery widths="200">
 
<gallery widths="200">
File:Gothenburg.jpg|{{flag|se}} [[Gothenburg]] (unreleased)
+
File:Antarctic Peninsula 1.png|{{flag|ow}} [[Antarctic Peninsula]]
File:Hanamura concept.jpg|{{flag|jp}} [[Hanamura]]
+
File:Overwatch Busan.jpg|{{flag|kr}} [[Busan]]
File:Horizon Lunar Colony2.jpg|{{flag|ho}} [[Horizon Lunar Colony]]
+
File:Ilios.jpg|{{flag|gr}} [[Ilios]]
File:Paris map.jpg|{{flag|fr}} [[Paris]]
+
File:Lijiang Tower loading screen.jpg|{{flag|cn}} [[Lijiang Tower]]
File:Anubis concept.jpg|{{flag|eg}} [[Temple of Anubis]]
+
File:Nepal loading screen.jpg|{{flag|np}} [[Nepal]]
File:Volskaya Industries.jpg|{{flag|ru}} [[Volskaya Industries]]
+
File:Oasis.jpg|{{flag|iq}} [[Oasis]]
 
File:Samoa.jpg|{{flag|samoa}} Samoa
 
</gallery>
 
</gallery>
   
 
'''Control''' maps are unique because they are essentially three different smaller maps that all co-exist in one larger area. Unlike the other standard game modes, both teams are attackers and there is one spawn room for each team, for each stage, located at each end of the map. Right at the center of the map is a large rectangular or circular area that the teams must capture and control. Control maps are by default symmetrical. Since the three stages are all very different from each other, Control maps offer the most variety in team compositions and strategies.
'''Assault''' maps have two rectangular areas that the attackers must capture: Objective A and Objective B. Objective A is between the attacker and defender spawn rooms, and Objective B is in front of the defender spawn room. In total, Assault maps have three spawn rooms (two attackers, one defender). After Objective A is captured, the second attacker spawn room is opened up next to it. The defender spawn room stays the same throughout the game. A common feature for Assault maps is that Objective A is often very tight with a narrow choke while Objective B is more open.
 
   
===[[Escort]]===
+
===Escort===
  +
{{main|Escort}}
 
<gallery widths="200">
 
<gallery widths="200">
 
File:Monte Carlo.jpg|{{flag|mc}} [[Circuit Royal]]
 
File:Dorado-streets2.jpg|{{flag|mx}} [[Dorado]]
 
File:Dorado-streets2.jpg|{{flag|mx}} [[Dorado]]
 
File:Havana.png|{{flag|cu}} [[Havana]]
 
File:Havana.png|{{flag|cu}} [[Havana]]
Line 25: Line 27:
 
File:Rialto.jpg|{{flag|it}} [[Rialto]]
 
File:Rialto.jpg|{{flag|it}} [[Rialto]]
 
File:Route 66.jpg|{{flag|us}} [[Route 66]]
 
File:Route 66.jpg|{{flag|us}} [[Route 66]]
File:Gibraltar.jpg|{{flag|ow}} [[Watchpoint: Gibraltar]]
+
File:ShambaliEscort.png|{{flag|np}} [[Shambali Monastery]]
 
File:Gibraltar.jpg|{{flag|gi}} [[Watchpoint: Gibraltar]]
 
</gallery>
 
</gallery>
   
'''Escort''' maps have a payload that the attackers must escort across three checkpoints. The payload is located next to the attackers' first spawn room. In total, Escort maps have six spawn rooms (three attackers, three defenders). Attacker and defender spawn rooms change every time a checkpoint is reached, with the new attacker spawn room being right next to the captured checkpoint and the new defender spawn room moderately behind the next checkpoint.
+
'''Escort''' maps have a payload that the attackers must escort across three checkpoints. The payload is located next to the attackers' first spawn room. In total, Escort maps have six spawn rooms (three each for attack and defense). Attacker and defender spawn rooms change every time a checkpoint is reached, with the new attacker spawn room being right next to the captured checkpoint and the new defender spawn room moderately behind the next checkpoint. However, Route 66 is an exception with the defenders having two spawn rooms.
   
===[[Hybrid]]===
+
===Flashpoint===
  +
{{main|Flashpoint}}
 
<gallery widths="200">
 
File:New Junk City.jpg|{{flag|au}} [[New Junk City]]
 
File:Suravasa preview.jpg|{{flag|in}} [[Suravasa]]
 
</gallery>
  +
  +
'''Flashpoint''' maps are the newest addition to ''Overwatch 2'' with the release of Season 6. Gameplay functions similarly to the Control game mode, and currently contains the largest maps compared to previous game modes, with many connecting pathways to five different control points. These maps are symmetrical, providing an equal travel distance across four spawn points, with two opposite and changing spawn rooms for each team that are dependent on the location of the next control point. Each team must capture and control three points to win.
  +
  +
===Hybrid===
  +
{{main|Hybrid}}
 
<gallery widths="200">
 
<gallery widths="200">
 
File:Blizzard World.jpg|{{flag|us}} [[Blizzard World]]
 
File:Blizzard World.jpg|{{flag|us}} [[Blizzard World]]
Line 36: Line 49:
 
File:Hollywood-set.jpg|{{flag|us}} [[Hollywood]]
 
File:Hollywood-set.jpg|{{flag|us}} [[Hollywood]]
 
File:King's Row concept.jpg|{{flag|uk}} [[King's Row]]
 
File:King's Row concept.jpg|{{flag|uk}} [[King's Row]]
 
File:N18S6DCTDPG81613669123002.png|{{flag|us}} [[Midtown]]
 
File:Numbani Loading Screen.jpg|{{flag|nb}} [[Numbani]]
 
File:Numbani Loading Screen.jpg|{{flag|nb}} [[Numbani]]
File:N18S6DCTDPG81613669123002.png|{{flag|us}} [[New York]] (unreleased)
+
File:Paraíso pvp.jpg|{{flag|br}} [[Paraíso]]
 
</gallery>
 
</gallery>
   
 
'''Hybrid''' maps are a mixture of Assault and Escort maps. There is an Objective A for attackers to capture, and after it is captured, attackers must escort a payload across two checkpoints. Sometimes the payload exists as a part of the Objective (Eichenwalde, Hollywood, Numbani) and sometimes it needs to be unlocked (Blizzard World, King's Row). The distance between Objective A and the first checkpoint is slightly longer than the distance between the first checkpoint and the second. What is interesting about Hybrid maps is the number of spawn rooms is inconsistent. There are three attacker spawn rooms for each stage and there is a defender spawn room for Objective A; however, some maps have only one defender spawn room for the two payload stages (King's Row, Numbani) while others have a spawn room for each (Blizzard World, Eichenwalde, Hollywood).
 
'''Hybrid''' maps are a mixture of Assault and Escort maps. There is an Objective A for attackers to capture, and after it is captured, attackers must escort a payload across two checkpoints. Sometimes the payload exists as a part of the Objective (Eichenwalde, Hollywood, Numbani) and sometimes it needs to be unlocked (Blizzard World, King's Row). The distance between Objective A and the first checkpoint is slightly longer than the distance between the first checkpoint and the second. What is interesting about Hybrid maps is the number of spawn rooms is inconsistent. There are three attacker spawn rooms for each stage and there is a defender spawn room for Objective A; however, some maps have only one defender spawn room for the two payload stages (King's Row, Numbani) while others have a spawn room for each (Blizzard World, Eichenwalde, Hollywood).
   
===[[Control]]===
+
===Push===
  +
{{main|Push}}
 
<gallery widths="200">
 
<gallery widths="200">
File:Overwatch Busan.jpg|{{flag|kr}} [[Busan]]
+
File:Blizzconline rome 01.png|{{flag|it}} [[Colosseo]]
File:Ilios.jpg|{{flag|gr}} [[Ilios]]
+
File:PortugalPush.jpg|{{flag|pt}} [[Esperança]]
File:Lijiang Tower loading screen.jpg|{{flag|cn}} [[Lijiang Tower]]
+
File:Toronto.jpg|{{flag|ca}} [[New Queen Street]]
File:Nepal loading screen.jpg|{{flag|np}} [[Nepal]]
 
File:Oasis.jpg|{{flag|iq}} [[Oasis]]
 
 
</gallery>
 
</gallery>
   
 
'''Push''' maps are symmetrical with a robot at the center of the map. Each team has a block that the robot has to push to their respective ends, but only 1 team can control the robot at a time and the opposing team has to take control of the robot to push their barricade. Each team's progress is independent of the other's. Upon having the robot push the block to a checkpoint, that team's spawn room changes. The team that reaches the endpoint, or with the furthest progress at the end of the match, wins.
'''Control''' maps are unique because they are essentially three different smaller maps that all co-exist in one larger area. Unlike the other standard game modes, both teams are attackers and there is one spawn room for each team, for each stage, located at each end of the map. Right at the center of the map is a large rectangular or circular area that the teams must capture and control. Control maps are by default symmetrical. Since the three stages are all very different from each other, Control maps offer the most variety in team compositions and strategies.
 
   
===[[Push]]===
+
==Deathmatch==
  +
''Main article: [[Unranked#Deathmatch]]''<gallery widths="200">
  +
File:Chateau Guillard.jpg|{{flag|fr}} [[Château Guillard]]
  +
File:Kanezaka.jpg|{{flag|jp}} [[Kanezaka]]
  +
File:Malevento.jpg|{{flag|it}} [[Malevento]]
  +
File:Petra.jpg|{{flag|jo}} [[Petra]]
 
</gallery>
  +
 
'''Deathmatch''' maps are unique because they have no spawn room. They are designed to accommodate as many fighting styles as possible. While other maps are also used, these four maps are specifically designed for Deathmatch and are the only ones available for Competitive Deathmatch.
  +
  +
==Arcade==
 
There are 10 maps made specifically for the [[game modes]] featured in [[Arcade|the Arcade]].
  +
 
===Assault===
  +
{{main|Assault}}
 
<gallery widths="200">
 
<gallery widths="200">
File:Toronto.jpg|{{flag|ca}} [[Toronto]] (unreleased)
+
File:Hanamura concept.jpg|{{flag|jp}} [[Hanamura]]
  +
File:Horizon Lunar Colony2.jpg|{{flag|ow}} [[Horizon Lunar Colony]]
 
File:Paris map.jpg|{{flag|fr}} [[Paris]]
  +
File:Anubis concept.jpg|{{flag|eg}} [[Temple of Anubis]]
  +
File:Volskaya Industries.jpg|{{flag|ru}} [[Volskaya Industries]]
 
</gallery>
 
</gallery>
   
 
'''Assault''' maps have two rectangular areas that the attackers must capture: Objective A and Objective B. Objective A is between the attacker and defender spawn rooms, and Objective B is in front of the defender spawn room. In total, Assault maps have three spawn rooms (two for attack and one for defense). After Objective A is captured, the second attacker spawn room is opened up next to it. The defender spawn room stays the same throughout the game. A common feature for Assault maps is that Objective A is often very tight with a narrow choke while Objective B is more open. In [[Overwatch]] this game mode was part of the ''Standard Play''.
'''Push''' maps are the newest additions to ''Overwatch'', set to release with ''Overwatch 2''. They are symmetrical with a robot at the center of the map. Each team has a block that the robot has to push to their respective ends, but only 1 team can control the robot at a time and the opposing team has to take control of the robot to push their own block. Each team's progress is independent of the other's. Upon having the robot push the block to a checkpoint, that team's spawn room changes. The team that reaches the end point, or with the furthest progress at the end of the match, wins.
 
   
===Unknown===
+
===Capture the Flag===
  +
{{main|Game Modes#Capture the Flag}}
 
<gallery widths="200">
 
<gallery widths="200">
File:Monte Carlo.jpg|{{flag|mc}} [[Monte Carlo]] (unreleased)
+
File:Ayutthaya.png|{{flag|th}} [[Ayutthaya]]
File:Rio de Janeiro.jpg|{{flag|br}} [[Rio de Janeiro]] (unreleased)
+
File:Ilios Ruins.png|{{flag|gr}} [[Ilios|Ilios Ruins]]
 
File:Lijiang Garden.png|{{flag|cn}} [[Lijiang Tower|Lijiang Garden]]
File:Unknown map.png|{{flag|in}} ??? (unreleased) <ref>2019-11-02, Blizzard 2019 Overwatch: Evolving the Art Panel.</ref>
 
 
File:Nepal Village.png|{{flag|np}} [[Nepal|Nepal Village]]
 
File:Oasis University.png|{{flag|iq}} [[Oasis|Oasis University]]
 
</gallery>
 
</gallery>
   
 
'''Capture the Flag''' maps are large, symmetrical maps with a spawn room at each end. Near each spawn room is the flag area with a flag that the other team must steal and bring to their area.
These maps have been announced but their game modes are unknown.
 
   
==[[Arcade]]==
+
===Elimination===
  +
{{main|Game Modes#Elimination}}
There are 7 maps made specifically for the Arcade.
 
 
===[[Arcade#Elimination|Elimination]]===
 
 
<gallery widths="200">
 
<gallery widths="200">
 
File:Ayutthaya.png|{{flag|th}} [[Ayutthaya]]
 
File:Black-Forest.jpg|{{flag|de}} [[Black Forest]]
 
File:Black-Forest.jpg|{{flag|de}} [[Black Forest]]
 
File:Castillo.jpg|{{flag|mx}} [[Castillo]]
 
File:Castillo.jpg|{{flag|mx}} [[Castillo]]
Line 80: Line 113:
 
</gallery>
 
</gallery>
   
'''Elimination''' maps, or '''Arena''' maps, are small, symmetrical maps with a spawn room at each end. They are designed for intense straightforward combat. They are also used for 1v1 Duels.
+
'''Elimination''' maps, also called '''Arena''' maps, are small, symmetrical maps with a spawn room at each end. They are designed for straightforward, high-damage combat for 6 players. They are also used for 1v1 Duels and Team Deathmatch (except Ayutthaya).
   
  +
==Custom Games==
===[[Arcade#Deathmatch|Deathmatch]]===
 
 
These maps are only available in [[Custom Games]].
 
<gallery widths="200">
 
<gallery widths="200">
File:Chateau Guillard.jpg|{{flag|fr}} [[Château Guillard]]
+
File:Workshop Chamber.png|[[Workshop Chamber]]
 
File:Workshop Expanse.png|[[Workshop Expanse]]
File:Kanezaka.jpg|{{flag|jp}} [[Kanezaka]]
 
 
File:Workshop Green Screen.png|[[Workshop Green Screen]]
File:Petra.jpg|{{flag|jo}} [[Petra]]
 
 
File:Workshop Island.png|[[Workshop Island]]
 
</gallery>
 
</gallery>
   
  +
==Training==
'''Deathmatch''' maps are unique because they have no spawn room. They are designed to accommodate as many fighting styles as possible. While other maps are also used, maps that are specifically designed for Deathmatch have a period in the Arcade where they are the only map played in FFA Deathmatch; these maps are the only ones available for Competitive Deathmatch.
 
 
These maps are used for learning the game and contain training bots.
 
===[[Arcade#Capture the Flag|Capture the Flag]]===
 
 
<gallery widths="200">
 
<gallery widths="200">
File:Ayutthaya.png|{{flag|th}} [[Ayutthaya]]
+
File:Hero mastery.jpg|{{flag|ow}} [[Hero Mastery|Mastery Course]]
  +
File:Practice Range.jpg|{{flag|ow}} [[Practice Range]]
 
File:Tutorial.png|{{flag|ow}} [[Tutorial]]
 
</gallery>
 
</gallery>
   
 
==Seasonal modes==
'''Capture the Flag''' maps are large, symmetrical maps with a spawn room at each end. Near each spawn room is the flag area with a flag that the other team must steal and bring to their own area. While other maps are also used, maps that are specifically designed for Capture the Flag have a period in the Arcade where they are the only map played in Capture the Flag.
 
 
[[Game modes]] during [[limited-time event]]s may also have modified maps, usually exclusive to that game mode.
   
  +
===Archives===
==Arcade Maps Derived from Control Maps==
 
  +
These maps are only available during the Overwatch Archives event.
When Assault, Escort, or Hybrid maps are added to the Arcade, they are cropped for Deathmatch. When Control maps get added to the Arcade, for Deathmatch and also Capture the Flag since they are symmetrical, the stages are split into maps of their own and are given a new time of day.
 
 
===[[Ilios]]===
 
 
<gallery widths="200">
 
<gallery widths="200">
File:Ilios Lighthouse.png|{{flag|gr}} [[Ilios|Ilios Lighthouse]]
+
File:Uprising King's Row.png|{{flag|uk}} [[King's Row|King's Row (Uprising)]]
File:Ilios Ruins.png|{{flag|gr}} [[Ilios|Ilios Ruins]]
+
File:Retribution Rialto.png|{{flag|it}} [[Rialto|Rialto (Retribution)]]
File:Ilios Well.png|{{flag|gr}} [[Ilios|Ilios Well]]
+
File:Storm Rising Havana.png|{{flag|cu}} [[Havana|Havana (Storm Rising)]]
 
</gallery>
 
</gallery>
   
  +
'''[[Overwatch Uprising|Uprising]]''' features a daytime version of King's Row from around seven years ago, after it was taken over by the [[omnic]] terrorist group, [[Null Sector]]. '''[[Overwatch Retribution|Retribution]]''' features a nighttime version of Rialto from eight years ago, during the [[Blackwatch]] mission that began the downfall of [[Overwatch (group)|Overwatch]]. '''[[Overwatch Storm Rising|Storm Rising]]''' features a stormy version of Havana from six years ago, when Overwatch agents chased [[Maximilien]] with an oncoming hurricane.
===[[Lijiang Tower]]===
 
  +
 
===Halloween Terror Junkenstein's Revenge===
 
<gallery widths="200">
 
<gallery widths="200">
File:Lijiang Control Center.png|{{flag|cn}} [[Lijiang Tower|Lijiang Control Center]]
+
File:Junkerstein's Revenge map.png|{{flag|de}} [[Adlersbrunn]]
File:Lijiang Garden.png|{{flag|cn}} [[Lijiang Tower|Lijiang Garden]]
 
File:Lijiang Night Market.png|{{flag|cn}} [[Lijiang Tower|Lijiang Night Market]]
 
 
</gallery>
 
</gallery>
   
 
'''[[Junkenstein's Revenge]]''' is set in the fictional town, [[Adlersbrunn]], which is a modified nighttime version of [[Eichenwalde]].
===[[Nepal]]===
 
  +
 
===Lunar Brawls===
  +
<!--
  +
====Bounty Hunter====
  +
{{main|Game Modes#Bounty Hunter}}
  +
-->
  +
====CTF Blitz====
  +
{{main|Game Modes#Capture the Flag}}
 
<gallery widths="200">
 
<gallery widths="200">
File:Nepal Sanctum.png|{{flag|np}} [[Nepal|Nepal Sanctum]]
+
File:Busan Sanctuary.png|{{flag|sk}} [[Busan|Busan Sanctuary]]
File:Nepal Shrine.png|{{flag|np}} [[Nepal|Nepal Shrine]]
+
File:Ilios Ruins.png|{{flag|gr}} [[Ilios|Ilios Ruins]]
 
File:Ilios Well.png|{{flag|gr}} [[Ilios|Ilios Well]]
 
File:Nepal Village.png|{{flag|np}} [[Nepal|Nepal Village]]
 
File:Nepal Village.png|{{flag|np}} [[Nepal|Nepal Village]]
</gallery>
 
 
===[[Oasis]]===
 
<gallery widths="200">
 
 
File:Oasis City Center.png|{{flag|iq}} [[Oasis|Oasis City Center]]
 
File:Oasis City Center.png|{{flag|iq}} [[Oasis|Oasis City Center]]
File:Oasis Garden.png|{{flag|iq}} [[Oasis|Oasis Gardens]]
 
 
File:Oasis University.png|{{flag|iq}} [[Oasis|Oasis University]]
 
File:Oasis University.png|{{flag|iq}} [[Oasis|Oasis University]]
 
</gallery>
 
</gallery>
   
==Seasonal Variations==
+
===Mischief and Magic===
During [[seasonal events]], some maps are redesigned and decorated to fit the theme. The normal versions of these maps are still available.
 
 
===[[Halloween Terror]]===
 
 
<gallery widths="200">
 
<gallery widths="200">
File:Spooky Chateau Guillard.png|{{flag|fr}} [[Château Guillard]]
+
File:Festive Lijiang Tower.png|{{flag|cn}} [[Lijiang Tower|Lijiang Night Market]]
File:Spooky Eichenwalde.png|{{flag|de}} [[Eichenwalde]]
+
File:Blizzard World.jpg|{{flag|us}} [[Blizzard World|Overland]]<!--Wrong image-->
File:Spooky Hollywood.png|{{flag|us}} [[Hollywood]]
 
 
</gallery>
 
</gallery>
   
 
===Summer Games Lúcioball===
===[[Winter Wonderland]]===
 
<gallery widths="200">
 
File:Snowball Black Forest.png|{{flag|de}} [[Black Forest]]
 
File:Holiday Blizzard World.png|{{flag|us}} [[Blizzard World]]
 
File:Snowball Antarctica.png|{{flag|ow}} [[Ecopoint: Antarctica]]
 
File:Holiday Hanamura.png|{{flag|jp}} [[Hanamura]]
 
File:Holiday King's Row.png|{{flag|uk}} [[King's Row]]
 
</gallery>
 
 
===[[Lunar New Year]]===
 
<gallery widths="200">
 
File:Busan Downtown.png|{{flag|kr}} [[Busan|Busan Downtown]]
 
File:Busan Sanctuary.png|{{flag|kr}} [[Busan|Busan Sanctuary]]
 
File:Festive Lijiang Tower.png|{{flag|cn}} [[Lijiang Tower]]
 
</gallery>
 
 
==Seasonal Brawls==
 
Brawls during seasonal events also have modified maps, usually exclusive to that brawl.
 
 
===[[Summer Games]][[Lúcioball]]===
 
 
<gallery widths="200">
 
<gallery widths="200">
 
File:Busan Stadium.png|{{flag|kr}} [[Busan Stadium]]
 
File:Busan Stadium.png|{{flag|kr}} [[Busan Stadium]]
Line 165: Line 181:
 
</gallery>
 
</gallery>
   
'''Lúcioball''' has its own unique maps. They are a simple field inside a transparent stadium. Scattered along the field are launching pads and Lúcio can wallride on the sides of the stadium. Each team has a goal at each end that the other team's [[Lúcio]] must knock the ball into. All stadiums have an announcer that speaks in the native language.
+
'''[[Lúcioball]]''' has its own unique maps. They are a simple field inside a transparent stadium. Scattered along the field are launching pads and Lúcio can wallride on the sides of the stadium. Each team has a goal at each end that the other team's [[Lúcio]] must knock the ball into. All stadiums have an announcer who speaks in the native language.
   
 
===Winter Wonderland===
===[[Halloween Terror]][[Junkenstein's Revenge]]===
 
 
====Mei's Snowball Offensive====
<gallery widths="200">
 
File:Junkerstein's Revenge map.png|{{flag|de}} [[Adlersbrunn]]
 
</gallery>
 
 
'''Junkenstein's Revenge''' is set in the fictional city, Adlersbrunn, which is a modified nighttime version of [[Eichenwalde]].
 
 
===[[Winter Wonderland]]—[[Mei's Snowball Offensive]]===
 
 
<gallery widths="200">
 
<gallery widths="200">
 
File:Snowball Black Forest.png|{{flag|de}} [[Black Forest]]
 
File:Snowball Black Forest.png|{{flag|de}} [[Black Forest]]
Line 180: Line 190:
 
</gallery>
 
</gallery>
   
'''Mei's Snowball Offensive''' have highlighted piles of snow around the map that are used for [[Mei]]'s snowballs; they spawn randomly. Unlike the other brawls, this brawl's maps are not exclusive to it and can be accessed through regular Elimination.
+
'''[[Mei's Snowball Offensive]]''' adds highlighted piles of snow around the map that are used for [[Mei]]'s snowballs; they spawn randomly. Unlike the other brawls, this brawl's maps are not exclusive to it and can be accessed through regular Elimination.
   
===[[Winter Wonderland]]—[[Yeti Hunt]]===
+
====Yeti Hunt====
 
<gallery widths="200">
 
<gallery widths="200">
 
File:Yeit Hunt Nepal.png|{{flag|np}} [[Nepal|Nepal Village]]
 
File:Yeit Hunt Nepal.png|{{flag|np}} [[Nepal|Nepal Village]]
 
</gallery>
 
</gallery>
   
'''Yeti Hunt''''s version of Nepal Village has one end that spawns a team of Meis and the other end a cave that spawns a Yeti ([[Winston]]). If a Mei dies, or if the Yeti falls off the map, they return to their respective spawn area. Scattered along the map are meat stations that the Yeti must collect; the meats recharge over time.
+
'''[[Yeti Hunt]]'s''' version of Nepal Village has one end that spawns a team of Meis and the other end a cave that spawns a Yeti ([[Winston]]). If a Mei dies, or if the Yeti falls off the map, they return to their respective spawn area. Scattered along the map are meat stations that the Yeti must collect; the meats recharge over time.
   
 
===Other events===
===[[Overwatch Archives]]—[[Overwatch Uprising|Uprising]]===
 
 
<gallery widths="200">
 
<gallery widths="200">
  +
<!--File:Hanamura concept.jpg|[[Hanamura]] ([[PachiMarchi]])-->
File:Uprising King's Row.png|{{flag|uk}} [[King's Row]]
 
  +
File:Horizon Lunar Colony Starwatch.png|[[Horizon Lunar Colony]] ([[Starwatch: Galactic Rescue|Starwatch]])
  +
<!--File:Ilios Ruins.png|[[Ilios|Ilios Ruins]] ([[Battle for Olympus Deathmatch|Olympus]])-->
  +
File:Talantis_Map.png|[[Talantis]] ([[Control]])
 
</gallery>
 
</gallery>
   
  +
==Seasonal variations==
'''Uprising''' features a daytime version of King's Row from six years ago, after it was taken over by the [[omnic]] terrorist group, [[Null Sector]].
 
 
During [[seasonal events]], some maps are redesigned and decorated to fit the theme. The normal versions of these maps are still available.
   
 
===Halloween Terror===
===[[Overwatch Archives]]—[[Overwatch Retribution|Retribution]]===
 
  +
{{main|Halloween Terror}}
 
<gallery widths="200">
 
<gallery widths="200">
File:Retribution Rialto.png|{{flag|it}} [[Rialto]]
+
File:Spooky Chateau Guillard.png|{{flag|fr}} [[Château Guillard]]
 
File:Spooky Eichenwalde.png|{{flag|de}} [[Eichenwalde]]
 
File:Spooky Hollywood.png|{{flag|us}} [[Hollywood]]
 
</gallery>
 
</gallery>
   
  +
===Lunar New Year===
'''Retribution''' features a nighttime version of Rialto from seven years ago, during the [[Blackwatch]] mission that began the downfall of [[Overwatch (group)|Overwatch]].
 
  +
{{main|Lunar New Year}}
 
===[[Overwatch Archives]]—[[Overwatch Storm Rising|Storm Rising]]===
 
 
<gallery widths="200">
 
<gallery widths="200">
File:Storm Rising Havana.png|{{flag|cu}} [[Havana]]
+
File:Busan Downtown.png|{{flag|kr}} [[Busan|Busan Downtown]]
  +
File:Busan Sanctuary.png|{{flag|kr}} [[Busan|Busan Sanctuary]]
 
File:Festive Lijiang Tower.png|{{flag|cn}} [[Lijiang Tower]]
 
</gallery>
 
</gallery>
   
  +
===Winter Wonderland===
'''Storm Rising''' features a stormy version of Havana from six years ago, when Overwatch agents chased [[Maximilien]] with an oncoming hurricane.
 
  +
{{main|Winter Wonderland}}
 
==Other maps==
 
These maps are used for learning the game. In them, there are training bots.
 
 
 
<gallery widths="200">
 
<gallery widths="200">
File:Practice Range.jpg|{{flag|ow}} [[Practice Range]]
+
File:Snowball Black Forest.png|{{flag|de}} [[Black Forest]]
File:Tutorial.png|{{flag|ow}} [[Tutorial]]
+
File:Holiday Blizzard World.png|{{flag|us}} [[Blizzard World]]
 
File:Snowball Antarctica.png|{{flag|ow}} [[Ecopoint: Antarctica]]
</gallery>
 
  +
File:Holiday Hanamura.png|{{flag|jp}} [[Hanamura]]
 
 
File:Holiday King's Row.png|{{flag|uk}} [[King's Row]]
==Workshop==
 
These basic maps are exclusive to Custom Games.
 
 
<gallery widths="200">
 
File:Workshop Chamber.png|[[Workshop Chamber]]
 
File:Workshop Expanse.png|[[Workshop Expanse]]
 
File:Workshop Island.png|[[Workshop Island]]
 
 
</gallery>
 
</gallery>
   
 
==Development==
 
==Development==
 
Part of the map design process is to review all the pre-existing maps and ascertain which areas of the world have yet to receive representation.<ref name="DevsReveal" /> [[Blizzard]] maintains a list of global locations that they're interested in, and when choosing a new location for a map, usually pick the one that [[Team 4]] is most interested in. Sometimes, the location is related to a story moment or a character. The decision as to which location is chosen is usually made by the game directors and team leads. However, anyone can pitch an idea for a map.<ref name="NextStop">2021-01-19, [https://playoverwatch.com/en-us/news/23609156/next-stop-kanezaka/ NEXT STOP: KANEZAKA]. ''Blizzard Entertainment'', accessed on 2021-01-27</ref>
   
 
Some assets are shared between maps.<ref name="DevsReveal">2017-01-10, [http://www.gameinformer.com/b/features/archive/2017/01/10/blizzard-gives-us-a-revealing-tour-of-overwatchs-oasis-map.aspx Overwatch Devs Reveal Oasis' New Lore And Secrets]. ''Game Informer'', accessed on 2017-02-19</ref> It takes two months on average to create a map, though is usually playable within the first two. After that, iteration is constantly carried out before it ships.<ref>2018-05-07, [https://twitter.com/DaveMAdams/status/993634412242714624 David Adams on Twitter]. ''Twitter'', accessed on 2018-05-17</ref> Payload maps take the longest to design due to the amount of art required, while arena maps can be completed the fastest.<ref>2018-05-08, [https://twitter.com/DaveMAdams/status/993897680374874112 David Adams on Twitter]. ''Twitter'', accessed on 2018-05-17</ref> When designing maps, the developers often visit real-world locations where applicable. The locations are often infused with 'fantasy' elements (combining the location with the 'fantasy' of it as it exists in the real world).<ref>2019-11-07, [https://overwatch.blizzplanet.com/blog/comments/blizzcon-2019-overwatch-2-panel-transcript BlizzCon 2019 Overwatch 2 Panel Transcript]. ''Blizzplanet'', accessed on 2020-04-10</ref>
Part of the map design process is to go over all the pre-existing maps, and ascertain which areas of the world have yet to receive representation.<ref name = "DevsReveal"/> [[Blizzard]] maintains a list of global locations that they're interested in, and when choosing a new location for a map, usually pick the one that [[Team 4]] is most interested in. Sometimes, the location is related to a story moment or a character. The decision as to which location is chosen is usually made by the game directors and team leads. However, anyone is able to pitch an idea for a map.<ref name = "NextStop">2021-01-19, [https://playoverwatch.com/en-us/news/23609156/next-stop-kanezaka/ NEXT STOP: KANEZAKA]. ''Blizzard Entertainment'', accessed on 2021-01-27</ref>
 
 
Some assets are shared between maps.<ref name = "DevsReveal">2017-01-10, [http://www.gameinformer.com/b/features/archive/2017/01/10/blizzard-gives-us-a-revealing-tour-of-overwatchs-oasis-map.aspx Overwatch Devs Reveal Oasis' New Lore And Secrets]. ''Game Informer'', accessed on 2017-02-19</ref> It takes two months on average to create a map, though is usually playable within the first two. After that, iteration is constantly carried out before it ships.<ref>2018-05-07, [https://twitter.com/DaveMAdams/status/993634412242714624 David Adams on Twitter]. ''Twitter'', accessed on 2018-05-17</ref> Payload maps take the longest to design due to the amount of art required, while arena maps can be completed the fastest.<ref>2018-05-08, [https://twitter.com/DaveMAdams/status/993897680374874112 David Adams on Twitter]. ''Twitter'', accessed on 2018-05-17</ref> When designing maps, the developers often visit the real-world locations where applicable. The locations are often infused with 'fantasy' elements (in the sense of combining the location with the 'fantasy' of it as it exists in the real world).<ref>2019-11-07, [https://overwatch.blizzplanet.com/blog/comments/blizzcon-2019-overwatch-2-panel-transcript BlizzCon 2019 Overwatch 2 Panel Transcript]. ''Blizzplanet'', accessed on 2020-04-10</ref>
 
   
 
===Cut Maps===
 
===Cut Maps===
Line 247: Line 255:
   
 
==Trivia==
 
==Trivia==
* [[Busan]]: MEKA Base is the only [[Control]] map stage that does not exist as its own map.
+
* [[Busan]]: MEKA Base is the only [[Control]] map stage that does not exist as a standalone map.
  +
* [[Horizon Lunar Colony]] and [[Paris]] have been removed from [[Quick Play]] and related modes as of the [[March 15, 2022 Patch|March 15, 2022 patch]].<ref>https://playoverwatch.com/en-us/news/patch-notes/live/2022/03</ref>
 
* When Assault, Escort, or Hybrid maps are added to the Arcade, they are cropped for Deathmatch. When Control maps get added to the Arcade for these modes, the stages are split into maps of their own and are given a new time of day.
  +
* [[Kanezaka]] was initially announced for both Deathmatch and Team Deathmatch during the [[Kanezaka Challenge]] in 2021.<ref name="NextStop"/><ref>2021, [https://overwatch.blizzard.com/en-us/kanezaka-challenge/ Kanezaka Challenge]. ''Blizzard Entertainment''</ref><ref>2021-01-12, [https://overwatch.blizzard.com/en-gb/news/23595157/unleash-the-storm-in-the-kanezaka-challenge/ Unleash the Storm in the Kanezaka Challenge]. ''Blizzard Entertainment'', accessed on 2024-02-13</ref> Additionally, there was an invite-only Team Deathmatch tournament on Kanezaka.<ref>2021-01-28, [https://www.youtube.com/watch?v=ym_jYaBI7zk&ab_channel=OverwatchEsports Kanezaka Community Tournament]. ''YouTube'', accessed on 2024-02-13</ref> However, the map was never added to the map rotation for Team Deathmatch.
   
 
==See also==
 
==See also==
Line 255: Line 266:
 
<references/>
 
<references/>
   
  +
{{GameplayNav}}
 
[[Category:Maps| ]]
 
[[Category:Maps| ]]

Latest revision as of 01:20, 28 March 2024

Maps are the environment in which Overwatch is played. Overwatch 2 features several different maps based on locations, both fictional and real, around the world. Most maps have an objective the players must accomplish to win the match.

Standard Play

There are 27 maps implemented for standard gameplay: 8 Escort maps, 7 Hybrid maps, 7 Control maps, 3 Push maps, and 2 Flashpoint maps. These are the maps used for Unranked and Competitive Play and are the largest maps in Overwatch.

Control

Main article: Control

Control maps are unique because they are essentially three different smaller maps that all co-exist in one larger area. Unlike the other standard game modes, both teams are attackers and there is one spawn room for each team, for each stage, located at each end of the map. Right at the center of the map is a large rectangular or circular area that the teams must capture and control. Control maps are by default symmetrical. Since the three stages are all very different from each other, Control maps offer the most variety in team compositions and strategies.

Escort

Main article: Escort

Escort maps have a payload that the attackers must escort across three checkpoints. The payload is located next to the attackers' first spawn room. In total, Escort maps have six spawn rooms (three each for attack and defense). Attacker and defender spawn rooms change every time a checkpoint is reached, with the new attacker spawn room being right next to the captured checkpoint and the new defender spawn room moderately behind the next checkpoint. However, Route 66 is an exception with the defenders having two spawn rooms.

Flashpoint

Main article: Flashpoint

Flashpoint maps are the newest addition to Overwatch 2 with the release of Season 6. Gameplay functions similarly to the Control game mode, and currently contains the largest maps compared to previous game modes, with many connecting pathways to five different control points. These maps are symmetrical, providing an equal travel distance across four spawn points, with two opposite and changing spawn rooms for each team that are dependent on the location of the next control point. Each team must capture and control three points to win.

Hybrid

Main article: Hybrid

Hybrid maps are a mixture of Assault and Escort maps. There is an Objective A for attackers to capture, and after it is captured, attackers must escort a payload across two checkpoints. Sometimes the payload exists as a part of the Objective (Eichenwalde, Hollywood, Numbani) and sometimes it needs to be unlocked (Blizzard World, King's Row). The distance between Objective A and the first checkpoint is slightly longer than the distance between the first checkpoint and the second. What is interesting about Hybrid maps is the number of spawn rooms is inconsistent. There are three attacker spawn rooms for each stage and there is a defender spawn room for Objective A; however, some maps have only one defender spawn room for the two payload stages (King's Row, Numbani) while others have a spawn room for each (Blizzard World, Eichenwalde, Hollywood).

Push

Main article: Push

Push maps are symmetrical with a robot at the center of the map. Each team has a block that the robot has to push to their respective ends, but only 1 team can control the robot at a time and the opposing team has to take control of the robot to push their barricade. Each team's progress is independent of the other's. Upon having the robot push the block to a checkpoint, that team's spawn room changes. The team that reaches the endpoint, or with the furthest progress at the end of the match, wins.

Deathmatch

Main article: Unranked#Deathmatch

Deathmatch maps are unique because they have no spawn room. They are designed to accommodate as many fighting styles as possible. While other maps are also used, these four maps are specifically designed for Deathmatch and are the only ones available for Competitive Deathmatch.

Arcade

There are 10 maps made specifically for the game modes featured in the Arcade.

Assault

Main article: Assault

Assault maps have two rectangular areas that the attackers must capture: Objective A and Objective B. Objective A is between the attacker and defender spawn rooms, and Objective B is in front of the defender spawn room. In total, Assault maps have three spawn rooms (two for attack and one for defense). After Objective A is captured, the second attacker spawn room is opened up next to it. The defender spawn room stays the same throughout the game. A common feature for Assault maps is that Objective A is often very tight with a narrow choke while Objective B is more open. In Overwatch this game mode was part of the Standard Play.

Capture the Flag

Main article: Game Modes#Capture the Flag

Capture the Flag maps are large, symmetrical maps with a spawn room at each end. Near each spawn room is the flag area with a flag that the other team must steal and bring to their area.

Elimination

Main article: Game Modes#Elimination

Elimination maps, also called Arena maps, are small, symmetrical maps with a spawn room at each end. They are designed for straightforward, high-damage combat for 6 players. They are also used for 1v1 Duels and Team Deathmatch (except Ayutthaya).

Custom Games

These maps are only available in Custom Games.

Training

These maps are used for learning the game and contain training bots.

Seasonal modes

Game modes during limited-time events may also have modified maps, usually exclusive to that game mode.

Archives

These maps are only available during the Overwatch Archives event.

Uprising features a daytime version of King's Row from around seven years ago, after it was taken over by the omnic terrorist group, Null Sector. Retribution features a nighttime version of Rialto from eight years ago, during the Blackwatch mission that began the downfall of Overwatch. Storm Rising features a stormy version of Havana from six years ago, when Overwatch agents chased Maximilien with an oncoming hurricane.

Halloween Terror — Junkenstein's Revenge

Junkenstein's Revenge is set in the fictional town, Adlersbrunn, which is a modified nighttime version of Eichenwalde.

Lunar Brawls

CTF Blitz

Main article: Game Modes#Capture the Flag

Mischief and Magic

Summer Games — Lúcioball

Lúcioball has its own unique maps. They are a simple field inside a transparent stadium. Scattered along the field are launching pads and Lúcio can wallride on the sides of the stadium. Each team has a goal at each end that the other team's Lúcio must knock the ball into. All stadiums have an announcer who speaks in the native language.

Winter Wonderland

Mei's Snowball Offensive

Mei's Snowball Offensive adds highlighted piles of snow around the map that are used for Mei's snowballs; they spawn randomly. Unlike the other brawls, this brawl's maps are not exclusive to it and can be accessed through regular Elimination.

Yeti Hunt

Yeti Hunt's version of Nepal Village has one end that spawns a team of Meis and the other end a cave that spawns a Yeti (Winston). If a Mei dies, or if the Yeti falls off the map, they return to their respective spawn area. Scattered along the map are meat stations that the Yeti must collect; the meats recharge over time.

Other events

Seasonal variations

During seasonal events, some maps are redesigned and decorated to fit the theme. The normal versions of these maps are still available.

Halloween Terror

Main article: Halloween Terror

Lunar New Year

Main article: Lunar New Year

Winter Wonderland

Main article: Winter Wonderland

Development

Part of the map design process is to review all the pre-existing maps and ascertain which areas of the world have yet to receive representation.[1] Blizzard maintains a list of global locations that they're interested in, and when choosing a new location for a map, usually pick the one that Team 4 is most interested in. Sometimes, the location is related to a story moment or a character. The decision as to which location is chosen is usually made by the game directors and team leads. However, anyone can pitch an idea for a map.[2]

Some assets are shared between maps.[1] It takes two months on average to create a map, though is usually playable within the first two. After that, iteration is constantly carried out before it ships.[3] Payload maps take the longest to design due to the amount of art required, while arena maps can be completed the fastest.[4] When designing maps, the developers often visit real-world locations where applicable. The locations are often infused with 'fantasy' elements (combining the location with the 'fantasy' of it as it exists in the real world).[5]

Cut Maps

Trivia

  • Busan: MEKA Base is the only Control map stage that does not exist as a standalone map.
  • Horizon Lunar Colony and Paris have been removed from Quick Play and related modes as of the March 15, 2022 patch.[6]
  • When Assault, Escort, or Hybrid maps are added to the Arcade, they are cropped for Deathmatch. When Control maps get added to the Arcade for these modes, the stages are split into maps of their own and are given a new time of day.
  • Kanezaka was initially announced for both Deathmatch and Team Deathmatch during the Kanezaka Challenge in 2021.[2][7][8] Additionally, there was an invite-only Team Deathmatch tournament on Kanezaka.[9] However, the map was never added to the map rotation for Team Deathmatch.

See also

References

  1. 1.0 1.1 2017-01-10, Overwatch Devs Reveal Oasis' New Lore And Secrets. Game Informer, accessed on 2017-02-19
  2. 2.0 2.1 2021-01-19, NEXT STOP: KANEZAKA. Blizzard Entertainment, accessed on 2021-01-27
  3. 2018-05-07, David Adams on Twitter. Twitter, accessed on 2018-05-17
  4. 2018-05-08, David Adams on Twitter. Twitter, accessed on 2018-05-17
  5. 2019-11-07, BlizzCon 2019 Overwatch 2 Panel Transcript. Blizzplanet, accessed on 2020-04-10
  6. https://playoverwatch.com/en-us/news/patch-notes/live/2022/03
  7. 2021, Kanezaka Challenge. Blizzard Entertainment
  8. 2021-01-12, Unleash the Storm in the Kanezaka Challenge. Blizzard Entertainment, accessed on 2024-02-13
  9. 2021-01-28, Kanezaka Community Tournament. YouTube, accessed on 2024-02-13