Status
S&D build for CoDM Slums (BO2-origin 3-lane map). Macro geometry now CONFIRMED from cinematic footage: central Plaza with overgrown round Fountain + statue (overhead, frames 0085/0100/0108), three paved street lanes with car/van/dumpster cover (0001/0009/0070), Barber Shop + hardware store (0018), Laundromat interior (0052/0060), crucifix courtyard / graveyard side (0035/0044), and the teal 'Blue' residential flank (0027/0085). Surrounding two-story buildings with balconies + rooftops = high ground; ocean borders the back of the plaza. Exact S&D bomb-site (A/B) placement, plant-spot geometry, and attacker-vs-defender spawn assignment are NOT shown in the cinematic (no objective HUD) — those remain VERIFY. Confirm in a private/custom match before scrim use.
source: data/slums/frames (1920x1080, 110 frames @5fps, cinematic flythrough 4.0s–26.0s; 3D logo intro 0–4s and 'THANKS FOR WATCHING'/subscribe outro 26s+ excluded)
Roles
- entry fragger
- support smg
- awp sniper
- lurk flank
- igl anchor
Callouts & power positions
12 entriesCallouts7
- Alleysunmapped
flank connectors
- Laundromatlaundromat
one spawn end
- Main Streetlower_street
busiest lane
- Parkparking
sniper perch
- Parking Lotparking
Garage/Hummers; opposite end, strong two-room anchor
- Shopbarber
Store
- Town Squareunmapped
Center/Fountain + Statue; centerpiece, BO2 B-Dom
Power positions4
- Central buildingunmapped
Electro; mid control, multiple entries
- Fountain head-glitchplaza
barrels & low walls
- Laundromat endlaundromat
- Shop interiorbarber
Anchors1
- Garageunmapped
best defensive anchor