Call Of Duty: Modern Warfare has been out for more than a year now, and there is a veritable smorgasbord of maps in the multiplayer modes. One of the popular (if not the most popular map) is Shoot House. Fast-paced, simple-without-being-boring, Shoot House is a map that allows for players of a higher skill-level to absolutely dominate, making it one of the most rewarding maps to play in order to see how you’re progressing.
To make it a little easier on players, here are some tips for getting to the top of the leaderboard on Shoot House.
10 Three Lanes
Shoot House is, in essence, formatted into three lanes moving East/West. Each lane has some unique things scattered about, making each of them its own pretty different situation. The map is mostly going to be fluid throughout the match, meaning spawns are going to pretty consistently change, and players will constantly be pushing and flanking through different lanes. It’s worth becoming familiar with all of them.
9 Middle Intersection
Running through the center of the map into each lane is a middle intersection, made up of the Junkyard, Containers, and the aptly named Center. The intersection works as a way to allow for quite a bit of flexibility in how players want to move around the map, allowing for some creative maneuvers and flanking opportunities.
8 Gates
One of the most likely (and irritating) places you’re going to find an enemy, usually one with a sniper rifle, is at the edge of each of the gates. Standing on the boxes to peer over the wall allows you to see through the Underpass or Main Street, depending on which gate you’re in, and into the Center.
While it’s easy to lock down the entire center lane from either of these positions, teammates will need to cover each side, because enemies coming from either of these will have an easy kill on anyone looking over the gate.
7 Inside Office
The Office is one of two interior areas on Shoot House, and the only interior area worth venturing into. It’s a level above most of the rest of the map, giving those inside the high ground. It has two windows to fire out of on the North side, and a staircase on both the North and the South. These are generally where enemies are going to come from, though it is possible to parkour in through one of the windows from outside, as well.
6 Trap Office Entrances
The Office is generally the power position on the map; anybody in the Office can cut off access to the Containers from the Back Alley. It keeps those inside (mostly) clear from any killstreaks like Choppers or VTOLs, and as mentioned before, is some of the only high ground on the map. Trapping both staircases entrances is almost a necessity here as enemies are going to be constantly trying to rush up the staircase, and it wouldn’t be a bad idea to set up a Trophy System near the window to intercept explosives, as well. Tossing frag grenades into the window is one of the quickest ways to clear the Office, and most enemies are going to be trying to do that constantly.
5 Objective On Each Gate And In Center
In Domination, this map is going to have an objective on the far East, far West (by each gate), and in the Center. Staying in the Center for any period of time is going to be a nightmare scenario considering how easy it is for a player to get a shot over the Gate from either side.
The Office has a somewhat decent view of the Center as well, but this room definitely has a lesser importance in Domination as compared to most of the other game modes (especially Team Deathmatch).
4 The Junkyard
The Junkyard is probably the most unpredictable section of Shoot House. There are a couple of really finicky angles players can get looking through some of the vehicle corpses, making coming to the Junkyard from the Shanty Town a special kind of hell if the enemy wants to use the Junkyard to their advantage. There is a tiny 90-degree hallway on the NE section of the Junkyard that can make for a nice ambush spot, especially when using a shotgun, but it wouldn’t be wise to overstay your welcome there.
3 The Center
As mentioned before, the Center is not a great place to linger. The Center is, quite literally, the Center, meaning every single lane can converge onto it, making for a whopping four different areas to enter from. It’s made to be an area where players transition from one lane into another, and that’s really all that it’s good for.
2 The Containers
The Containers are going to be a scary area to move through unless your team has control of the Office. If your team does have control of the Office, Containers is going to be a really nice spot to control access to the entire North side of the map, with some nice sightline combination from the Office and the Containers. Enemies can be completely cut off from the North side of both gates with relative ease, with the added benefit of protecting the North staircase into the Office, as well as the window parkour entrance. This will force enemies to attack the Office from one entrance, making for an absolute shooting gallery, and probably an easy victory.
1 Shanty Town
It’s pretty simple: Shanty Town is a bad place. Don’t stay in Shanty Town. Those unfortunate enough to find themselves in Shanty Town should leave Shanty Town as soon as possible, because there is nowhere on this map, or possibly any other map beside Shipment, where it’s quite as possible to be utterly eviscerated by an enemy that’s blindly coming around a corner and firing like a lunatic. Seriously, there are such long sightlines here extending from both sides of the map, as well as a vertical entrance, all combining to make Shanty Town a veritable nightmare.
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