Shipment: Why do CoD fans love the worst map so much?

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CoD players demand (and get) Shipment – for the seventh time in MW2! Yet the map is a horror by all design rules. What is behind this?

Shipment is actually a horror. At least according to various rules of good map design. Call of Duty throws two teams into a tiny arena here – a small cargo area – and lets the lively shooting begin. It was like this in the first Modern Warfare in 2007 and repeated in the 2019 remaster and re-release, in CoD Mobile, in Vanguard and now in Modern Warfare 2.

In a bad Shipment round, you”ll easily be shot 50 times over – and because there”s virtually no safe square centimetre in such a small space, you regularly spawn right into the next headshot. So the map becomes a hectic continuous dance of “spawn – fire three shots – die – spawn – don”t fire a shot – die”.

Nevertheless, fans love Shipment so much that calls for even more Shipment on Reddit are now a running gag in the CoD community. This was already the case with Modern Warfare 2019: as soon as developer Infinity Ward took the small map out of the rotation, it hailed criticism!

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Such postings seem more reliable than the ebb and flow of the tide. But how can that be? Why do CoD players love a tiny map so much even though it seems unfair, unbalanced and unspectacular? Why doesn”t the frustration of being spat out of the frame for an entire game by the same trolls with fire shotguns outweigh the frustration?

Is grind really everything?

The first answer is obvious: Shipment is a great place to grind and prepare for the start of Warzone 2!

(MW2 appropriately moves Shipment to a ship in the Atlantic, but of course the layout remains the same.)
(MW2 appropriately moves Shipment to a ship in the Atlantic, but of course the layout remains the same.)

You need to bring the Kastov 762 to maximum level for your Battle Royale loadout? Just play ten rounds of Shipment and the problem will solve itself. Because the fact that you”re constantly spawning into enemy fire on the tiny map also applies to the other side, of course. Nowhere do kills accumulate more easily than here.

Challenges are also easy to grind. 10 kills with the throwing knife? In the big Ground War it sometimes takes an eternity – especially for inexperienced players. In Shipment you can bag the challenge in a single game. 50 kills without attachments? Easy. 50 kills with five attachments? Likewise. By the way, this exploitation of Shipment as a grind spot is also causing criticism in the community:

But there”s more to the appeal of Shipment than just grind. Many fans confirm this – but also our own experiences.

A look at CoD”s past: Warzone exacerbated in 2020 what Modern Warfare had suffered from since release – too much idle time in regular PvP multiplayer. The fact that you won”t find an enemy team at every corner on the large Warzone map is of course part of the appeal. But that makes fast-paced action in classic Team Deathmatch and Domination all the more important.

And here the regular playlists left a lot to be desired: Aniyah Palace, Akrlov Peak, Azhir Cave – if you were looking for small 6vs6 rounds, you sometimes ended up on maps that were far too big. And other maps like Piccadilly or Euphrates Bridge suffered from balancing problems that also interrupted the action.

Shipment places itself perfectly

Our test proves: In Modern Warfare 2 there are again many really great 6vs6 maps and the pacing is much less problematic than in the predecessor. But Shipment still places itself as the perfect reflex training for Warzone 2 and the brand new DMZ mode!

Because no map concentrates so much on pure “Run & Gun”. Here you learn how to react, how to aim quickly, the importance of fast ADS times. Here you can test new attachments, weapons, mouse configurations and loadouts directly on real opponents instead of constantly worrying about the fuss. Even secondary kills with the pistol can be practised there. Shipment is raw, Shipment is rough – and that”s why it works so well for many fans.

If the whole game consisted of maps like Shipment, it would be a balancing disaster. Because even fans might get frustrated at being unfairly shaved down the whole match by a clan of shield and shotgun carriers.

But as with karate training: On the way to mastery it can be very, very useful to train single techniques completely isolated over and over again. This is exactly what Shipment makes possible as a run-&-gun course – bad balancing or not.