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Call of Duty: Infinite Warfare eGuide
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Contents

  • Single-Player
    • Campaign Boot Camp
      • For First-Time Players
      • For Call of Duty Veterans
      • The Retribution
      • Difficulty Levels
      • Collectibles
    • The Armory
      • Assault Rifles
      • LMGs
      • Sniper Rifles
      • SMGs
      • Shotguns
      • Handguns
      • Heavies
      • Tactical Equipment
      • Lethal Equipment
      • Scopes
      • Generic Attachments
    • Campaign Walkthrough
      • Rising Threat
      • Black Sky
      • Operation Port Armor
      • Target of Opportunity: Operation Taken Dagger
      • Target of Opportunity: Operation Phoenix
      • Target of Opportunity: Operation D-Con
      • Target of Opportunity: Operation Deep Execute
      • Operation Burn Water
      • Jackal Assault: Operation Safe Harbor
      • Jackal Assault: Operation Pure Threat
      • Jackal Assault: Operation Grave Robber
      • Jackal Assault: Operation Sudden DEath
      • Operation Dark Quarry
      • Jackal Assault: Operation Trace Kill
      • Operation Black Flag
      • Operation Blood Storm
    • Achievements
      • Achievement Tables
  • Multiplayer
    • What’s New?
    • Basic Training
      • Movement
      • HUD
      • Combat
      • Class Customization
    • Rigs
      • Customized Battle Armor
      • Warfighter
      • Merc
      • Synaptic
      • FTL
      • Stryker
      • Phantom
    • Arsenal
      • Weapons of War
      • Special Weapons
      • Assault Rifles
      • SMGs
      • LMGs
      • Sniper Rifles
      • Shotguns
      • Classic
      • Handguns
      • Launchers
      • Melee
    • Attachments
      • Overview
      • Sights
      • Sniper Sights
      • Shotgun Sights
      • Shared Upgrades
      • Ballistic Weapon Upgrades
      • Energy Weapons Upgrades
      • Sniper Rifle Attachments
      • Shotgun Attachments
      • Pistol Attachments
    • Equipment
      • Overview
      • Lethal
      • Tactical
    • Perks
      • Overview
      • Perk 1
      • Perk 2
      • Perk 3
    • Scorestreaks
      • Overview
      • Streaks
    • Multiplayer Maps
      • Overview
      • Breakout
      • Crusher
      • Scorch
      • Retaliation
      • Frontier
      • Grounded
      • Precinct
      • Frost
      • Throwback
      • Skydock
      • Mayday
      • Terminal
      • Dome
    • Game Modes
      • New Modes
      • Deathmatch Modes
      • Control Modes
      • Bomb Modes
      • Objective Modes
      • Bonus Modes
      • Multiplayer Goals
  • Spaceland Tours
    • Overview
    • Getting Started
    • The Zombie Hordes
    • Cash Only
    • Park Features
    • Park Quests
    • Surviving Spaceland
  • Call of Duty 4: Modern Warfare Multiplayer
    • Introduction
    • Basic Training
      • Multiplayer Overview
      • Weapons And Attachments
      • Weapon And Character Skins
      • Challenges
      • Custom Class Suggestions
      • Modes
      • Tactical Basics
    • Map Tactics
      • Ambush
      • Backlot
      • Bloc
      • Bog
      • Countdown
      • Crash
      • Crossfire
      • District
      • Downpour
      • Overgrown
      • Pipeline
      • Shipment
      • Showdown
      • Strike
      • Vacant
      • Wet Work
    • Clans
    • Fun
    • Master Unlockables List

Call of Duty: Infinite Warfare Guide › Multiplayer › Multiplayer Maps

Throwback

Grid Map

A classic city in a very modern space station, Throwback is roughly symmetrical, with similar paths in and out of the center to either side.

There are slight differences in the layout of the left and right edges of the map, though all of the primary routes through the middle of the map can be covered by an enemy sniper or marksman waiting in a window.

As a result, pay close attention to which routes the enemy is focused on covering (because odds are no matter which mode you’re playing, there’s going to be someone up in a window on one of the routes).

It’s possible to slip through the center using the available cover and different pathways, if you’re focused on getting to grips in CQC.

If you prefer to fight at a distance, be aware that the very obvious window posts are likely to be covered (or at least checked frequently) by enemies, so try not to stay in any one place for too long.

If you can manage to make it through the gauntlet in the center of the map with a CQC build, the outer edges are very favorable to a hit and run playstyle, with plenty of sharp corners and buildings to duck in and out of.

Objectives

Vantages

Psychology, part two

Take responsibility for every death. You didn’t die because of lag, or the gun they were using, or the attachments on it, or their perks, or their Rig, or the scorestreak. You didn’t die because of the map you’re on, or the mode. You didn’t die because you were double teamed, or because your teammate didn’t support you. You died because you made an error, and someone capitalized on it. You died because you missed your shot, or you were standing in the wrong place, or you should have retreated, or you should have pushed. You died because you reloaded too soon, or sprinted too far, or didn’t check the corner.

This is the extreme version of refusing to acknowledge any failure except your own, and naturally, you don’t need to play every game like this. Playing Call of Duty should be a relaxing way to spend some time with friends, but that said, if you’re the type of player who often goes on tilt and gets angry because of what happens in a match, take a moment to calm down.

After any death, don’t hammer the respawn button. Instead, take a moment—just a tiny, short moment—and think about why you died, and what got you killed. Figure out what you could have done differently. Even if it’s as simple as ‘I should have landed that shot’ or ‘I should have taken a different route,’ that’s fine. Make a mental note, clear your head, tap respawn, and get back in the fight.

Here’s the deal: You can’t control how good your enemies are. You can’t control how good connections are between every player in a match. You can’t control what weapons they use, or where they decide to move. But you can control your play. Where you move, when you move, who you shoot, how you aim, what your loadout is, how you use it, and how you work with your teammates.

Think poker: this is about risk management. If you’re standing out in the center of the map on the B Dom point completely alone staring at the sky, what do you think is going to happen? You’re going to take fire from all sides and go down, even if you manage to take down one (or more than one!) enemy first.

If you never stop to think about what got you killed in any given combat situation, how can you ever figure out how to avoid that situation in the future and improve your odds? This isn’t about being a Zen master who never gets angry at anything that happens in a match (trust us, we’ve lit up voice chat many times), but it is about your ability to improve your game over time. If you always blame someone or something else for a failure or a mistake, you’re removing your ability to learn from an experience. Don’t do that!

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