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Call of Duty: World at War Multiplayer Tips

Bonus feature: strategies for battlegrounds.

Upheaval (V)

Upheaval plays host to many two-tiered houses in a relatively small location. The second floor of the open house in the far north-east of the map can be used to climb onto the roof of the outbuilding adjacent to it. Prone here gives an excellent sniper spot to cover Domination point B, but you are extremely venerable to a counter attack should you be sussed out. Another excellent sniping point for B is the far-west alleyway. You're not as exposed here, but you may be left twiddling your thumbs till someone walks into your crosshairs. Also, there are many cars on this map, set a Bouncing Betty next to one to give your proximity blast that extra kick.

Weaponry - Every weapon is viable on Upheavel due to the many different ranges in which combat will take place. For this reason it was one of our favourite maps, but if you're unsure a Sub Machinegun like the Thompson with an Aperture Sight is always a safe bet.

Sabotage - Two sets of explosive barrels between near Domination point B can be used to vault the fences leading to either plant zone from the central area. Destroying these barrels limits your enemies' options, but will also make it harder for your team-mates getting to get the drop on them in return.

Large Maps:

Airfield

Airfield is one giant killzone, with two main buildings and large open areas. Shotgun and Sub Machinegun nuts will find the circumference of this map to be a cover-packed circuit - attempting regular laps should net you a good few kill streaks with the right tools. The buildings at both Domination A and C provide perfect sniping points, but are in perfect view of each other so take out the opposing snipers before concentrating on the infantry in-between. Also, the underground tunnel can be used to effectively flank the enemy's position. Just be sure to have your thumb firmly poised on the right analogue stick in case you bump into someone with the same idea. Be weary of the exploding barrel just to the east of A, too - a Bouncing Betty often planted here will set off a chain reaction seeing Betty, Barrel and Trucks all going off in one massive blast.

Weaponry - Rifles and Snipers often offer good results to those who can use them. However, nothing quite beats the thrill of taking revenge with the Sawn-Off Double-Barrel Shotgun if you're good at closing the gap quickly.

Domination - Use the tunnel to storm A and C as well as the often quite south-western area. Sniper battles will consistently take place between points A and C but the key to victory is to hold B and any other point for as long as your team can manage.

Cliffside

Take that, presentational coherency!

Ah Cliffside, far too many sniper points to list and littered with small temples and pillboxes in one elongated open corridor. If you're a marksman of some renown then this map could potentially be your favourite. With a solid team it's often easier to defend a location on Cliffside than it is to storm one; mostly due to simple to cover chokepoints. Running down the centre on Cliffside is paramount to suicide; if you need to advance then progress through the buildings and the southern and eastern paths. Satchel Charges and Bouncing Betty traps will be popular during heated clan battles as are Tabun and Frag Grenades for flushing out occupied buildings - so pay attention to your surroundings and memorise popular trap planting locations.

Weaponry - It's obvious, but Snipers all the way. The Mosin-Nagant and PTRS-91 are both good choices.

Search & Destroy - Both A and B bombing points are similar distances to the start for the Attacks and Defenders. Don't all try and defend the same one, spread out and cover all the possible angles. Rather than hauling up in A, lay some traps inside and then cover the two entrances. If planting, remember that A and B are in very close proximity, so if you find a solid wall of defence at one it's likely the other side may be more attemptable.

Downfall (V)

A larger, crater-filled warzone with a massive open central area complete with tanks and a few small buildings. This is an easy map to get lost in, and tanks can be a problem if left ignored, so if you're being overwhelmed, switch to a class that better deals with them and remember that it can take as many as six Bazooka shots to take out a tank with full health, so don't just leave the job to one person. Camping out at the most northern part of the map with a scoped Springfield can be a viable tactic, but if the opposition are communicating well don't be surprised if you start seeing the heavy artillery coming your way. Meanwhile, it doesn't really offer much in the way of strategic advantage, but it is possible to reach the upper platform on which the statue resides in the centre of the map. Prone with a rifle would obviously be the way to go but bear in mind that you're very exposed.

Weaponry - Another map that caters for all play styles. Go with what your best with, we often favoured the versatility of the Machineguns.

War - It's one steady advance from the centre to the opposite end of you starting position. Get Memorial quickly and then gradually apply the pressure forward. Many people don't like them, but use the tanks to fend off an enemy resurgence.