Overwatch: Map Guides

Seaslug Overwatch, Overwatch Maps 0 Comments

Escort Maps

Dorado1

Dorado

Dorado is an escort map with 4 points and a distinctly Spanish/Mexican theme. The map showcases open areas with multiple flanks at the start, and closes down on the final point.
Point 1:

On Attack:
Dorado’s first point is relatively long, with two areas to contest over. There is a lot of vertical space in the first half and very little in the second. What really defines the map for attackers is the numerous flanking paths on this stretch which can punish a disparate team. The best way for the defense to hold on this point is at the choke underneath the walkway, but if you can break through that, the rest of the point should not pose too much of a problem.

On Defense:
Defenders can take advantage of high ground on either the two buildings next to the payload, or the walkway above the choke. After the choke, an aerial advantage does not provide much help, as there is very little vertical space built into the map.

Point 2:

On Attack:
This point ends on a wide open space. The defense has an advantage with many high ground places from which to attack the payload; however, if the attackers can claim the high ground, defending the point becomes much harder. Alternatively, there are many routes around this high ground, so it is not necessary to claim. It’s a long push to the third point, and the defenders are much more capable of holding if they can stop the push right underneath the bridge before the point, so either try to take a fight before the bridge, or try to flank around back of the point from the attacker’s right. Team fighters are particularly strong at the end of the point.

On Defense:
The best place to hold is to stop the payload under the bridge right before the point. If you can keep high ground advantage, you can deal damage to the opponents as they push the payload. The difficulty comes from the many flank routes, so be careful about spreading out too much.

Point 3:

On Attack:
This is where things get hairy, since the defenders spawn so close to the point. There are fewer flank paths, and they don’t really pay off because the defending team will be more clumped up. Heroes that can leap over the barrier to the point can be really effective, but that tactic can be dangerous. Otherwise, teamfight is the name of the game for this point. The dangerous spot to push is around the bend under the bridge, so be wary of engaging against the team there.

On Defense:
Static defense becomes a bit stronger here, but the real name of the game is teamfight. Opposing flankers cannot do too much to harm the defenders, and it is best to engage under the bridge before the point. Also, you can leverage an advantage at the beginning of the point once the doors close, which can cut off stragglers and returning attackers.


route661

Route 66

This old American highway map offers large, open scenes and bright blue western skies. Snipers are particularly effective on all points of this map and there are little to no obvious chokes.
Point 1:

On Attack:
Aerial fighters and snipers are particularly strong on this point and flankers are particularly weak; It is important for less mobile heroes to know how to jump from the payload onto the top of the gas station at the end of the point. The best way to approach this point is to aim for control of the gas station, and to bully the defense back to the three small entry ways at the back of the point.

On Defense:
Snipers are really strong for the defense. There is no good choke for this point; instead, it is best to try to engage at the point’s first turn and right before the point ends. Try to control the gas station and the high ground across the path from the gas station.

Point 2:

On Attack:
This area is similar to the second point on Hollywood, but aerial superiority is a bit less important. Try to control the building at the center of this stretch; again, the defense has one way to approach the point, so try to exploit that.

On Defense:
The best way to defend this point is to engage the payload after the door from the first point has closed. Once the door has closed, the entry ways to the point are much fewer and more exploitable; otherwise, control the house at the center.

Point 3:

On Attack:
Where there was some significance put to snipers and aerial fighters on the first two points of Route 66, now the map becomes much tighter. Snipers can be successful, because of the long final corridor, but the key is to control the high ground with the health pack left of the point for the attackers. This area is defensible for the attackers and gives an advantage over the rest of the defensive line.

On Defense:
As with point 2, there is the potential to hold the point when the door from the second point closes. It is best to try to engage at the turn. By engaging here, you leverage the ability to keep your long range damagers far back, while still limiting the potential to throw; even if you lose a teamfight there is still the potential to regroup and fight again.

WatchPoint Gibralter 11

Watchpoint: Gibraltar

Located on the Strait of Gibraltar, this Overwatch facility overlooks the Mediterranean. This map is characterized by its many open points and by its focus on aerial combat.
Point 1:

On attack:
This the first point on Gibraltar is relatively easy to take. The defense has almost no advantage. Try to gain control of the upper walkway by where the payload starts, as it is an ideal sniper’s nest for both the first and second point. After that, the key is to control the high ground above the first point, as it will be necessary to push toward the hangar.

On Defense:
Many pro teams cede this first point out of fear of losing the second point. It is a bear to hold. Try to focus controlling the high ground above the first point, but do not be worried if you cannot hold it. Try not to concede too much, crippling your second point defense.

Point 2:

On Attack:
This point is where things start to get hairy. The defense has a high ground advantage, but their entry points are relatively small. If you can push the defense back, you can hold the small doors well enough to make it to the point; otherwise, control the high ground, and try to take advantage of the open space with a sniper.

On Defense:
Controlling the high ground can be relatively difficult with a good sniper at play, but it is important to hold it as best as you can. It is a point that favors attacking from long or middle distance. The attackers have a long walk from their spawn for this point, so flankers can also be an advantage to holding this point.

Point 3:

On Attack:
The particularly difficult element of this point is claiming the high ground by the spaceship. Flanking opportunities are fewer as well. If you cannot control the high ground, the defense can just pummel the payload as the attackers push underneath the spaceship.

On Defense:
Control the high ground on the spaceship. It gives vision to all of the entry points for the attackers, and makes pushing past the choke difficult. The other advantage the defense can leverage is by using the door the payload moves through to their advantage. After the door closes, the attacker’s routes of entry are limited. Push the attackers back and then hold those small doors!

Point 4:

On Attack:
This final point is, as with most final points, about team fighting the opponent to submission. The area is really wide open, but offers only one meaningful highground perch. The defense does not have many chokes to hold with, so that gives the attack some liberty on how and when to engage. Unlike some other points, the path from spawn for the defenders is relatively limited, so trying to contain respawners in the doorway can be effective.

On Defense:
This final point is relatively hard to hold. It requires bullying the offensive team back, but there is very little advantage for the defense. Engage the attackers on an equal footing and try to match their ultimates with your own. Try not to push past the turn before the point, because that corridor is quite long and it makes the defense susceptible to picks from enemy Widowmakers.

Assault Maps

Hanamura1

Hanamura

Hanamura is the family home of brothers Hanzo and Genji. This Japanese styled map showcases two heavily walled points surrounded by open area.
Point 1:

On Attack:
The biggest difficulty for the attackers on Hanamura is getting past the first choke. There are only two points of entry, and as a result pushing onto the point can be very difficult. There are two ways to push past the well defended choke. Either the aggressing team needs to slowly spam down opposition, trying to take a team fight on the back of a few ultimates, or the aggressing team can try to go through the high corridor and quickly make it to the back of the point, forcing the opponent to break apart their defenses to chase. Once the choke is broken, usually the point goes down quickly.

On Defense:
The most important detail for defenders is to fight at the choke. If the defense tries to engage in the market area outside the attacker’s spawn, they can be killed and the attackers can breach the choke at an advantage. So while it is tempting to engage the attackers closer to their base, it is usually ill advised.

Point 2:

On Attack:
Where there were some flanking opportunities on the first point, there are no flanking opportunities on the second. The high ground surrounding the point is too open and too accessible by the defenders to be able to effectively pick off threats (although, some heroes can jump across the gap to the side of the point, where heroes like Junkrat or Pharah can spam somewhat successfully). Instead, it is best to look at the second point as a teamfight point. Because the defenders are so close to their spawn, an attacking team should push to wipe the defenders, or as close to wipe as possible, so charge up your ultimates and go to town.

On Defense:
There is a lot of easily accessible high ground to defend the point. The keys to defense are holding the points of ingress to the central chamber. If a team can hold the front door and the side balcony, it is almost impossible to lose, but if those spots are giving your team trouble, you have space to retreat safely to where the defense has an absurd advantage. Be careful not to use ultimates until they are absolutely necessary to counteract the attacker’s teamfight abilities.

Temple-of-Anubis11

Temple of Anubis

Located in the the ruins of the Giza Plateau, The Temple of Anubis sits atop a secret research. The map is defined by its cramped points.
Point 1:

On Attack:
The first point is defined by its insane first choke. If the aggressors can break past that, there are many opportunities to flank, particularly for heroes with aerial maneuverability who can slip through the holes in the top of the chamber left of the choke. After the choke, the rest of the point is really cramped, making it more ideal for close range heroes and engagements.

On Defense:
Hold the choke. The attacking team has only one way of entering the point and that is through the columns at the entrance to the point. If that area is lost, the point is much harder to hold. There is little space for snipers to be effective, and the defense has to be careful of flankers spilling through to the back of their lines to pick off stragglers. There are a few good locations in doorways for static defenses on this point, and because it is such a cramped point, it is hard to get far enough away to worry about falloff.

Point 2:

On Attack:
As with other Assault maps, the final point is usually a mess of teamfighting. The final point has large walls and limited entry points, but it does not have much high ground advantage to claim; instead, either brute forcing across the bridge or flank the enemy through the tunnel on the left.
On Defense:
It is better to try and hold forward of the point, so you can use the doorways as natural defenses. If the attackers can claim enough forward momentum to start threatening the point, holding becomes much more difficult.

volskaya-industries-41

Volskaya Industries

This Russian factory produces massive Syvatogor mechs, used to protect Russian cities. This map is defined by its aerial flanks and well protected final point.
Point 1:

On Attack:
The choke by the bus can be very difficult to break through. The bus gives some ability to sneak past static defenses. If the team is having trouble engaging at the choke, Volskaya has its unique aerial flank which is accessible by heroes like Pharah. Once the choke is broken, the point is relatively open and accessible.

On Defense:
Hold the choke. Because of the bus at the center of the choke, static defenses are a little weaker. This point is particularly hard to hold because of the possibility to flank. So hold while you can. The defense is particularly advantaged on the second point, so be careful not to lose too hard on the first point and get steamrolled on the second.

Point 2:

On Attack:
This point is particularly frustrating. There are limited flanks and the point is really well protected. In order to engage, the attackers must push onto the point and be vulnerable to all of the defense’s attacks. The important things to know is that there is a strong turret position to the right of the point, and that the best way to gain an advantage is to gain access to the upper levels held by the defence (the paths and walled rooms above the point); otherwise, the only other option is to try to brute force through the enemy’s defenses.

On Defense:
Static defenses can be very strong on this last point, mostly because of how the walls turn in around the point, and the side lanes that are relatively well protected from most threats. (The path to the left of the point for defenders can only be access by aerial units for example.) If you can push forward to outside the point, that can be effective as there are fewer routes in; however, that is not always necessary. Since the defenders are so advantaged through the terrain and proximity to spawn, the defenders can just plan to hold by standing on the point.

Assault/Escort Maps

Hollywood

Hollywood

This movie set themed map is particularly known for its middle section, which stresses aerial control.
Point 1:

On Attack:
The first point on Hollywood has quite a bit of high ground, and it only has one flanking route to the attacker’s left after the choke. Unlike with Hanamura, the choke is pretty favorable to the attackers, with two wide, accessible entry points, and a better angle of approach. The bigger difficulty is the many pockets surrounding the point which makes the map more favorable for turrets, and the high grounds more accessible by the defense. Particularly important is controlling entry points once the choke is broken, so the defense cannot fully engage.

On Defense:
Since the choke is more difficult to hold, the better strategy is to lightly engage at the choke, but to leverage every other advantage, particularly the high ground (which becomes more important as the map continues). Static defenses can be strong here as well, but they become a whole lot weaker on the second point.

Point 2:

On Attack:
The key for both teams is to control the high ground on top of the buildings. These rooftops give so much opportunity to punish either side, so aim to control it with heroes that can access the rooftops quickly and knock opponents over.

On Defense:
Control the high ground like your life depends on it. If you can do that, it is almost impossible for the attacking team to push through the main corridor.

Point 3:

On Attack:
All of the importance of high ground is taken away on this third point. Luckily there are not any great chokes for the defense to hold you, but there are few advantages to push as the aggressor . As with many final points, teamfight is the name of the game for the attackers, as the attackers have to brute force their way past the defense with the spawns so close to the final point.

On Defense:
There is a little bit of high ground that is easily accessible, but it is fairly far forward. There is a long line of sight along the path of the cart, but there are two other fairly open flank paths to avoid it, so static defenses and snipers are not ideal. Instead, the defenders are best if they hold the cart about halfway past the final turn, where there is some high ground advantage and the path narrows some.

overwatch-kings-row-11

King's Row

This British themed map is best distinguished by its many flanking routes, and its confusing use of bottomless pits on the final point.
Point 1:

On Attack:
There is a choke about midway through this point (the wall past the bus), but it is really hard for the defense to hold, and there are many flanks around; the most important flank is through the building on the right, which can give room to go around and kill snipers at the back. This point and the following one have tons of opportunities to flank. Also, the point itself is very wide open, with the most cover by the statue, so assault from that angle.

On Defense:
The strongest defensible location is the building next to the point by the choke. It is crowded, but offers a lot of control to disrupt the attacking team; all of the other points are easily accessible by a flank. The point itself is very open, so it is best to try to engage at the choke (which can be very difficult to hold) or just fight on the point with static defense tucked in the corner behind the point.

Point 2:

On Attack:
This section is rather long, and there are many routes to go through. Again, flankers are quite strong as there is a lot of area to cover; otherwise, since there is not much aerial advantage to glean, playing to have a team fighting advantage can help, especially when pushing past the point’s two more significant chokes.

On Defense:
The best places for the defense to hold are at the arch right after the first point, or the corridor before the cart turns to the second point. The most crushing choke is the first one, because there are fewer routes past it. This point is a flanking hero’s wet dream, so the real key is to play as a team and stick together.

Point 3:

On Attack:
This point has some aerial elements that can be important to control. The most important high ground spot is the area above the health pack where the payload turns, as it makes getting to the final leg much easier. The final point, which is very spread out, is ideal for teamfighting, but also is a strong spot for longer range heroes to pick off people attacking from afar.

On Defense:
A key point for the defense to hold is the high ground above the turn. It offers vision of most of the point, including the ability to spam most attackers approaching from spawn. It is best to fight before where the payload turns where the defense can leverage the walls for defensive use. The health pack below the high ground is also usually a focus (more so in pubs where there is less sustain). Things start to look dire once the payload goes around the final turn, but it can still be held with strong teamfighting.

numbani-41

Numbani

In Numbani, the "City of Harmony," humans and omnics live as equals. This map is defined by its lack of high ground and its long curving payload.
Point 1:

On Attack:
The first point on Numbani is strange (really the whole map is just kind of odd). There are no really powerful chokes to break through, and flank routes all end before the point; instead, most of the focus is fighting on the point, with the two high ground areas surrounding both sides being very important to control.

On Defense:
There is not much need to try and hold any area other than the point. The attackers have access to one high ground by the point, but so do the defenders. Try to keep the attackers pushed back behind the turn in the corridor leading to the point.

Point 2:

On Attack:
This point is a bit of a wash. It is long with some flanking opportunities and some high ground. It is very tough for defenders to hold this point, as they are given no advantages until the slight high ground advantage near the end and the slight choke on the turn before the point. It is best to gear for a teamfight lineup for the final point.

On Defense:
This point is close to impossible to defend. The defense has few advantages. You can take advantage of some of the map’s high ground, but it better to plan to defend the final point, particularly because the map’s most effective choke is the tunnel following the second point.

Point 3:

On Attack:
The final point is defined by two turns and a large, mostly open final area. The biggest issues are usually getting the payload out of the tunnel at the start of the point. The best way to achieve this is to try and flank using the path above the choke or to brute force through it. If the team is defending there, snipers can be fairly effective, as there is a long field of vision. Otherwise, the defenders will try to hold the payload in the point’s final stretch. This area is uniquely open for a final point and it makes medium to long range spammers slightly more effective.

On Defense:
The choke right at the beginning of this point is an effective place to try to hold. First, because it gives the attackers the least amount of potential avenues of attack, and second, because if you lose the fight here, there is still the potential to hold a second time. There is a lot of open area after the final turn in the map, so try to take advantage of that by playing heroes with little to no falloff.

Control Maps

ILIOS1

Ilios

Ilios is a small island in the Aegean Sea. This control map has very little aerial focus, instead focusing on cramped and cluttered points of engagement.
Lighthouse

Lighthouse has a protected point with a wide open fighting space right outside. Because the point on Lighthouse is so cramped, it is difficult for those inside to push away attackers from the outside, but it also makes for a strong defensible position. Heroes that are strong at close range can excel inside the point, but that is dependant on if they can make it there, as Lighthouse has quite a lot of high ground surrounding its open center.

Ruins
Ruins is a long, open map. It is particularly strong for heroes who excel at range (Widow). The sunken point is protected on multiple sides but still on the low ground, which can make heroes that excel at high ground assaults more useful, but because the map is so open, the line of sight to high ground attackers is relatively large. It is hard to push a team back because there are few choke points; instead, it is better to use a high ground advantage on players trying to capture the point.
Well
Well has a central, open point with walls surrounding it. This leads to more teamfighting, as there are only a couple of places to enter onto the point and there is little protection. There are fewer effective flanking options on Well, which makes a team that is able to hold the choke entering the point at an advantage.
LIJIANG TOWER1

Lijiang Tower

Lijiang Tower, a corporate structure located in a Chinese metropolis, is home to a leading Chinese space company. This map features three relatively open control points.
Control Center
The control center at the center of this control map is Lijiang Tower’s most open point. It is defined by a more triangular design, a powerful, but hard to reach high ground, and the small walls that surround the point. Engagements tend to become centralized, and when a team wins it becomes very hard for the defender to take the point back, as it is much easier for the controlling team to push forward and maintain map control.
Garden
Garden is characterized by its map cutting pits and its protected point. Heroes capable of jumping over these small gaps have an advantage to flank opposing teams, particularly because most engagements happen in the open area next to the point. If a team can hold that open area, it is much easier to hold the point; otherwise, fights become ring around the rosy engagements around the point’s central pillar.
Market
The vertical drops at the edge of this map make heroes with knockbacks more effective, particularly for the defenders. Most of the space surrounding the point is pretty cramped, so engagements tend to come from multiple angles. Control of the side corridors that lead along the edge of the map to the point can be very important, as those areas provide safer and more direct access to the map’s control point.
Overwatch_nepal 1

Nepal

Nepal, located in the Himalayas, is the home of the Shambali.
Sanctum
Sanctum is defined by its open areas, its low ground point, and the gaping chasm in the middle of the point. To control the point, a team really needs to have control of the open corridor across the pit. This area provides medium range damage dealers to cause havoc for the players on the point. Sanctum is by far the hardest point to hold because of how open it is, so aggressive play, to make the fights happen on either corridor or at the entrances to the Sanctum are more beneficial.
Shrine
The point on Shrine is surrounded by large pillars, and (as with the other Nepal points) the vertical space on the map is pretty lacking. The high ground and pillars surrounding the point make it very difficult to capture once a team has claimed it, which can make more robust, sturdy lineups more effective, especially if they can make traveling from the central entrance to the point a challenge.
Village
Village is surrounded by walls on two sides, and above the point is access for players to stand. As compared to the other Nepal maps, Village is much more cramped. If the controlling team can make the engagements more about the choke than the point, they are at the advantage, but because the point is cut from line of sight of the major points of interest, this leads to either very cramped teamfights or more scattered engagements.
Seaslug
Content Writer - Overwatch

I am a longtime gamer, first playing Magic: The Gathering, then World of Warcraft, Team Fortress 2, Dota 2 and now Overwatch.


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