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Firing Range

Search & DestroyLegendary/Master

Status

S&D build. Layout/connectivity sourced from Activision map snapshot + community guides (clockwise tour: wooden building -> range/shack -> containers/armory -> trailer -> red locker room, with watchtower + sandbags mid). Core landmarks now CONFIRMED from cinematic footage (data/firing-range/frames, extracted from mappack1.mp4 91s-124s): central wooden WATCHTOWER topped with camouflage netting; corrugated-tin / wooden two-story buildings with red CoD-skull-logo graffiti + yellow stencil markings; SANDBAGS and oil drums scattered mid; range area with target markers (red/green '4' targets); camo-net-roofed breezeways; chain-link fencing; central dirt path; jungle palms + green mountain backdrop. STILL VERIFY (cinematic is a sweeping flythrough, no objective/site labels): EXACT bomb-site A/B positions + which is A vs B, plant geometry, spawn assignment per round (attack/defend sides), and competitive callouts. Macro S&D principles hold regardless of which site is labeled A vs B.

source: data/firing-range/frames (1280x484 letterbox-cropped, 165 frames @5fps, from data/_mappack/raw/mappack1.mp4 segment 91s-124s; Firing Range is map #3 of 4 in 'COD Mobile Cinematic Map Pack #1', immediately following Takeoff and preceding Nuketown)

12
Zones
6
Chokepoints
8
Sightlines
6
Objectives

Roles

  • entry fragger
  • support smg
  • awp sniper
  • lurk flank
  • igl anchor

Callouts & power positions

21 entries

Callouts15

  • Armory Complexarmory

    W

  • Bunkerunmapped
  • Depotunmapped
  • Dirt Roadunmapped

    outer Depot↔Shoot House

  • Garageunmapped
  • Main Roadunmapped

    central long lane

  • Main Shackrange_shack
  • Officeunmapped
  • Sandbagsmid

    Vehicle; mid

  • Shoot Houseunmapped
  • Showersunmapped
  • Storageunmapped

    upper room on Dirt Road, ambush

  • Top Tintop_tin

    W spawn 2nd-story

  • Watchtowertower

    central, ladder, top vantage

  • Wooden Buildingwood_building

    E 2-story, 2nd-floor escape hole

Power positions6

  • Back of Officeunmapped

    hit mid w/o exposing to Tower

  • Storage upper roomunmapped
  • Top Tin 2nd floortop_tin
  • Watchtowertower

    sees almost all, but lone ladder = trappable

  • Wooden Building rooftopwood_building
  • Wooden-beam ledgewood_building

    over Main Shack