Call Of Duty: 7 Maps That Almost Ruined It

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Call of Duty is the most successful video game series of all time, boasting billions earned in revenue and a fan base in the millions. While games like Battlefield and Halo continue to compete, gamers always go back to Activison€™s juggernaut. First person shooters live or die on the online battleground, so when playing online, the most important feature is not weapons or lag - it€™s the maps. Over the years, Call of Duty has sampled different styles; World At War incorporated smaller maps compared to Black Ops, while Modern Warfare 2€™s maps were a lot more open than Black Ops 2. Maps not only balance the gameplay, they also force players to adapt their style. Maps like Rust and Terminal are a rusher€™s paradise while more defensive players will usually opt for larger areas such as Derail and Banzai. Why then, as the series has progressed, are the maps getting worse? Before MW2, it was difficult to pick a really terrible map, now we€™re lucky to get five good maps out of the box of each 'brand new' iteration. Treyarch and Infinity Ward have struck gold in the past and it would be easy complement them on superb efforts such as Jungle, Summit and Favela, but this list is equally important for the future of the franchise. Depending on your play style, you might disagree with some of my choices, but there's no denying the fact that the majority of them suck. The worst thing is, I could have picked at least 20 maps for this article but instead have decided to focus on the worst of the worst. Here are the 7 worst Call of Duty maps ever.

7. Nightfire (World At War)

Nightfire

Call of Duty's maps have gotten worse with each iteration, so it's no surprise to say that this list will be littered with maps from World at War onwards. That's not to say World at War didn't have its share of bad maps, but they just aren't as bad as more recent ones. Nightfire kicks things off in 7th place and to be honest it fully deserves its place. Nightfire is basically the first true camping battleground. The night setting effect, while initially cool, wore off after you realized that it was almost impossible to see your enemies.

The only people who enjoyed this were the same people who annually spend £50 to play hide and seek. If you did decide to peek out from your cosy tent, you might be lucky to stay alive for 5 seconds. Snipers scanned the horizon with more determination than Homer Simpson at a buffet, delighted at their hard days work. If you did manage to break into enemy territory, it didn't even matter. With two bases at spawn, it was almost impossible to be out in the open for long enough to get overrun, meaning matches had no flow.
Contributor
Contributor

Barry O' Halloran has been a whatculture writer for the last two years and having recently graduated, now plans on writing about games & movies until his hands fall off. Follow him on twitter!