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Each shack contains different weapons and has different pluses and minuses with regards to defending it.
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It also has four exit doors that will take you to each of the four outlying shacks. The lower story holds the random weapon chest. There’s a large central building where you start on the second story. However once we got some four-player cooperative teams running in the afternoon today, business picked up. I’m a pretty crummy Zombies player solo, so I couldn’t get deep enough by myself to run into anything new. They appear at random between rounds of zombies and will simply materialize out of thin air and charge at you. This time with Imperial Japanese Zombies rather than Nazis. You can even fight it out along the stream under the bridge if you wish. There are also plenty of opportunities for gunfights between the various buildings. Snipers will love to pick off bridge-crossers while those who prefer to lurk in the shadows will enjoy the caves. This is definitely the largest of the three maps, providing a number of combat scenarios. These buildings are mainly constructed of thin wood and metal, although you will find an old Japanese shrine in one corner. Additionally there are a number of structures on both sides of the stream that will remind players of Knee Deep or Makin. You can cross the map via the caves and the man-made tunnels they connect to, or you can cross the large bridge.
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One portion of the map is dedicated to a series of underground caves along with a pair of waterfalls that feed into the river splitting the map into two sides.
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This map has some of the most varied terrain and environments in WaW.
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While the environment offers enough cover to move around, this isn’t a map where you can run wild and free without fear of snipers and riflemen. It’s going to happen on this map more than once. Be ready for those moments of frustration as you die from an unseen adversary. While this is offered on some maps such as Nightfire, Corrosion has a second level that sprawls across most of the map and will definitely be a factor in how the map plays. One thing you will definitely find here more than other WaW maps is a level of vertical combat. It felt very large to me at first but as I moved around and learned the layout, it no longer felt quite as expansive. A somewhat long but not especially wide map. I can invision a lot of hairy close-combat situations and a lot of trap scenarios on this board. While there are shooting lanes available, there are also many ways to move around without crossing open spaces. It is of a similar size in that you can run straight from one end of the map to the other in around 15 seconds, but it offers a great deal more cover than Dome’s environment does. While it was compared to Dome during the demo on the XBLA, it feels nothing like Dome to me. I think it offers some things that aren’t really provided by any map previously in multiplayer for WaW.
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It looks somewhat open when you spawn in, but as you move around you can see that there are a lot of little rooms, nooks and crannies. The atmosphere provided by the rain is outstanding. The new pack consists of three new competitive multiplayer maps for traditional matchmaking, as well as another level expanding the Zombies experience. As a result of this inability to sleep, I’m also posting an early review. The announcement yesterday was a pleasant surprise, and I find myself eagerly downloaded said map pack in the wee hours of the morning. One day after announcing the release date, Treyarch has released the second Map Pack for Call of Duty: World at War.