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Slums

Search & DestroyLegendary/Master

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)

11
Zones
4
Chokepoints
6
Sightlines
6
Objectives

Roles

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

Callouts & power positions

12 entries

Callouts7

  • 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