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Modern Warfare III Multiplayer Map Guide — Shoot House

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The Mission: Detailing the map, tactics, and tips for a 6v6 Multiplayer map set in a live fire training range.

Prebrief

 

Needing a geographically diverse and hidden location out of which to conduct training operations, the Cartel La Red – at the time, the dominant cartel in Las Almas – constructed a place where men and women learned to become killers.

 

Under the direction of a mysterious military and security advisor known as “El Sin Nombre”, Sicarios were sent to the mountains to receive the same training in urban, mountain, jungle and close quarter combat as elite Mexican Special Forces operators. Utilizing the jungle and mountain coverage to hide their elaborate training facilities, the sicarios of La Red were transformed into a veritable army of assassins. Learning everything from rock wall rappelling to HALO jumping to room clearing in a PLAZA-SIZED SHOOTHOUSE, they were taught war effectively and methodically.

 

With secure access to the snaking Rio de Almas providing a direct route from the Gulf ports to the northern border, and the nearby mountains serving as an ideal location for overwatch, the area would have been perfect for continuing Narco operations.

 

If it wasn’t haunted.

 

Shoot House provides the ideal setup for SpecGru and KorTac forces to exercise their combat and movement abilities in an intimate, remote tactical environment. Operators who perform well here will be more than prepared for the further challenges ahead, having proven their skills in every kind of fierce engagement.

 

Kortac Operators arrive on the western side of the map at the Alpha Gate, while KorTac Operators deploy on the eastern side of the map at the Bravo Gate.

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Intel Card — Shoot House

// INTEL CARD

  • MWIII
  • WZ
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Shoot House

// MULTIPLAYER: MAPS // CORE

Leverage and angle. Not only are there many corners to check for enemies, but there are also many ways to get vertical angles over the top of walls and through buildings. Move fast but stay vigilant because enemy Operators could be anywhere.

Close off with fire and lightning. Due to the size of Shoot House and the small corridors, it is a viable strategy to limit the enemy’s approach. With the use of Thermobaric Grenades, Thermite, and Shock Sticks, you can literally stop the enemy team in their tracks and force them into a position that’s not quite in their favor.

Sniper lanes. Shoot House is a relatively small map, but that doesn’t mean is lacks sniper lanes. Use the center lane to accrue some early long shots and keep the enemy team at bay. Beware of enemy snipers attempting the same thing, as sniping is often a two-way street.

Tactical Overview

 

We’ve divided Shipment into five basic sections based on key areas around the map:

 

-       MAIN SPAWN POINT: Alpha Gate

-       MAIN SPAWN POINT: Bravo Gate

-       ADDITIONAL AREA: Office (+ Containers and Back Alley)

-       ADDITIONAL AREA: Center (+ Underpass and Main Street)

-       ADDITIONAL AREA: Courtyard (+ Junkyard and Shanty Town)

 

MAIN SPAWN POINT: Alpha Gate

Shoot House employs a classic three-lane, near symmetrical design, so that the forces on both sides of the map at match start must determine whether to head straight toward the center lane, north toward Containers, or south toward the Junkyard.

 

From the Alpha Gate, snipers often rush straight to the sturdy center wooden wall, mantling up onto the worktables for a clear line of sight down the middle. The stairs leading up into the Office offer another good route, though an SMG or Assault Rifle will suit you better when encountering enemy Operators on the other side of the building.

 

Head north to the Forklift — offering excellent defensive cover against enemies rushing into this area — to make your way to the Containers. Look for enemies racing to the stairway leading up to the Office just to the left of the stack of cement bags and wooden boards, and be ready for an engagement from either side when moving forward out of the starting area.

 

When navigating to the southern Courtyard, use the large cover pieces to defend against attackers rushing in from the Junkyard. Consider tossing a Tactical and/or Lethal Equipment piece amongst the scattered vehicles when pushing into the Junkyard. At the initial break, toss it over the parked SUV where you’re likely to catch incoming Operators; be prepared for them to attempt the same against you. The SUV in Courtyard is also able to be detonated, so access the violence and timing needed to prevent you being caught in a possible explosion.

 

 

MAIN SPAWN POINT: Bravo Gate

The SpecGru forces begin at Bravo Gate with a similar initial layout, though there are some important differences here.

 

As with the Alpha Gate spawn, there’s a good chance that a sniper or two will head straight forward, mantling up for a view down the center, often initiating the match with its first battle as each side vies for dominance over the middle lane. You can also run straight into the center lane — called Main Street on this side of the map — though you’d better cross your fingers and use your Tactical Sprint to get out of view fast.

 

The north route leads to the Back Alley, featuring the remains of a stone archway and training obstacle much like the Forklift on the opposite side of the map. The view into Containers is much different, however, providing a more open view of the area with the added danger of enemy Operators firing down at you from the Office windows and stairwell. Approach cautiously.

 

To the south, the Shanty Town offers an interior and exterior path to the Junkyard. Head through the interior shooting range for close-quarters combat and remain outside for mid- to long-ranged encounters. Pay careful attention to the Junkyard when taking the outside path to prevent getting eliminated before you even have the chance to get there. Snipers and other long-ranged Loadouts should stick back and cover their forward moving teammates here when needed.

 

If you’d rather, you can avoid the Junkyard altogether on the initial break, instead mantling up the wall to the right for a view into the center lane and across to the shipping crates lining southern edge of Containers.

 

ADDITIONAL AREA: Office (+ Containers and Back Alley)

Shoot House’s northern route includes the aforementioned Forklift and Back Alley areas leading into Containers and Office.

 

Arriving from the Back Alley, it’s best to avoid the middle of Containers where you’re a sitting duck against Operators firing from the Office and streaming in from Forklift, Center, and Main Street. Instead, head right and use the center “EDEMX” container for cover as you move toward the stairwell or through to Forklift, tossing grenades as needed into the Office windows to dissuade enemies posted up there.

 

You can also head left to climb up for a better view by the two red containers and smaller crates stacked on top of them. From up here you can more easily engage enemies firing from the Office and get the advantage over Operators down below, so long as you watch your back against enemies climbing up to your level from Main Street.

 

Largely situated in the northern route, the Office may be the most contested area of the map with its advantageous view over Containers, Center, and even a bit of the Junkyard. As a power position, it’s tempting to remain here to rack up eliminations, but it’s perhaps best to take out some enemies and then move on, as company is only ever a few moments away. You might even get some eliminations and then hang back from the windows, surprising anyone who comes in thinking the route is clear.

 

As for Forklift and Back Alley, use the cover objects provided when swinging around toward Alpha and Bravo Gate, revealing only as much of your Operator as needed to get a read on what’s ahead.

 

ADDITIONAL AREA: Center (+ Underpass and Main Street)

Though divided into three distinct sections, the Underpass, Center, and Main Street are all parts of the middle lane running from Alpha to Bravo Gate.

 

From Alpha Gate, take the southern opening or vault over the wall to make your way to the Underpass. Unless you’re sure that the lane is clear, take a moment to check the sight line before rushing straight through the Underpass; there’s always that threat of a sniper on the other end, or a camper in the central wooden tire container. Check your minimap for activity in Center, as well.

 

Center includes four access points, from either end of the middle lane as well as coming in north from the Containers and south from the Junkyard. As a major thoroughfare, expect a lot of cross traffic. If you need to get in for an objective, spread out from any teammates to better cover its multiple entrances. If you’re alone and have a mine equipped, toss it down near one of the pathways for added protection. Watch for crouched or prone foes hiding behind the low tire container in the middle of the Center junction.

 

Main Street, toward Bravo Gate, opens up some interesting pathways. Objects to either side allow mantling up either on top of the red crates abutting Containers, or up and over into the Junkyard. This a great way to get out of the center lane fast, or even to set up an ambush by getting the height advantage over enemies racing through below.

 

ADDITIONAL AREA: Courtyard (+ Junkyard and Shanty Town)

The Junkyard and Shanty Town are the two hotbeds of the southern path, with Junkyard’s central position often making it the most contested of the two. The vehicle wrecks obscure sight and offer partial cover, making it a prime space for ambushes. The tactical Snapshot Grenade can do wonders for you and any nearby teammates here, as well as any other tool utilizing a blast radius to catch hidden enemies.

 

The base of the tower (with the helicopter chassis hanging from it) in the northeastern corner is particularly dangerous, a tight shadowed narrow L-shape from which enemies can appear in an instant. Approach cautiously and utilize it yourself to surprise enemies.

 

If you’re defending the area against intruders from the Courtyard or Shanty Town, throw them off balance by waiting for them just to the side of the entrance, taking them out as they enter the Junkyard before they know what hit them. 

When approaching either the Courtyard or Shanty Town in a skirmish, use the van with the wooden slats leaning against it for better cover than the pickup or car, as well as a means to more easily drop out of sight in a pinch. Stay alert for incoming grenades and, when the crossfire becomes too intense, book it between the tire walls and into Center for a brief reprieve.

 

When taking the fight to Shanty Town, utilize the inaccessible wood and corrugated warehouse along the southern edge of the map to obscure the enemy’s line of sight, popping out only when you’re ready to engage. The white plastic reinforced water container on the west side and the stack of wood beams with paint pots on the east side both provide good defensive cover for your lower body when engaging down the line.

 

In the Courtyard, in addition to using the available objects for cover, you can also mantle up on top of the vehicle, though you are prevented from jumping or climbing atop the security container hut due to the barbed wire at the top. Drop to prone for a low-profile sight toward Alpha Gate or the Junkyard.

 

Top 10 Tips

1. The More the Merrier. It’s worth sticking near teammates when moving throughout the map, as you’ll often suddenly engage with two or more enemy Operators at a time. Use the minimap to see where your allies are located and move in for support; just don’t get too close or an enemy grenade might eliminate the lot of you.

 

2. Double Time. Shoot House is a great map for the Double Time Base Perk, as doubling the duration of your Tactical Sprint lets you cross over danger zones with a much greater chance of survival. You’ll also discover how quickly you can cover a lot of ground here. Considering the map’s many mid-height cover options, the increased crouch movement speed doesn’t hurt, either.

 

3. Take Your Chances. Even if you’re not sure whether there are enemies on the other side, it’s often worth tossing a grenade across Junkyard, from Containers into Back Alley, into the Office, and anywhere else where there are cover objects blocking your line of site into a large area. Due to Shoot House’s compact size, there’s a good chance you’ll catch someone in the blast.

 

4. Make it a Private Affair. As with many Multiplayer maps, it’s a great idea to load up a solo private match with an infinite time limit. Without the threat of attack, you can really focus on movement, transitioning between areas, and discovering uncommon lines of sight. Now head back into a public match and get blasting.

 

5. It’s Not Always Sniper Alley. Okay, there aren’t always snipers ready to fire down the center. Though it certainly happens often, it’s a detriment to think of the middle lane as a no man’s zone. If passing through Center or Main Street will help you get to your target more efficiently, it’s worth the risk; you can always toss down a Smoke Grenade first. If you do get taken out, you know where to find them.

 

6. Take Control of Your Future. The Tactical Insertion can be put to great use here, especially in elevated areas like on top of the red crates in Containers, the wall between Main Street and Junkyard, and atop the concrete storage in Courtyard. The next time you spawn, you’ll start with a height advantage.

 

7. Use Your Equipment! We’ve said it before and we’ll say it again: your Equipment is invaluable here, especially considering the distinctly compact areas filling the map. It’s good practice to lead in with grenades and any other tools on hand; you’ll get them back on the respawn anyway.

 

8. In Fact, Rain it Down. Getting a hang of your timing and angles for the most optimum grenade tosses? Take it up a notch with the Resupply Bonus Perk, granting an additional Lethal on spawn in addition to recharging Equipment over 25 seconds. Having a blast? Throw on the Extra Tactical Base Perk, too.

 

9. This Your First Rodeo? If you’re new to the map, not having played it’s 2019 iteration in Call of Duty®: Modern Warfare®, don’t fret. It’s not about how often you’ve played the map, but how smart you play. In no time you’ll have every nook and cranny at your fingertips and the old vets will feel like they’re playing against one of their own.

 

10. No Such Thing as Too Much Training. It may be a training facility, but there’s always more to learn here, no matter your Operator’s combat experience. Once you’ve got a handle on the map, experiment with new playstyles and Loadouts to further improve your skillset. There’s always room to improve.

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