Starting Time: 4:00

Capture A: +4:00

Total Time: 8:00

Welcome back Overwatch fans to Sp0h’s map callouts! You may recall that we last visited Hanamura, one of the most popular capture point maps among the professional scene. This week, Sp0h will illuminate the least popular of the capture point maps: Volskaya Industries. The root cause of Volskaya’s status as the least desired map in tournament play is hard to pin down. Grievances vary from the map’s wide open first point which results in ranged play from the high ground, to the difficulty in capturing the final point due to its many defensive hiding spots.

Capture Point A

Pre-Choke View


Post-Choke View


Most of the battles on the first section of this map either happen where “path” and “streets” meet “mid” when the defense sets up in front of the choke point, or when they choose to hold a more defensive position on either “ops”or “comms” and force attackers to contest high ground to take the point. Occasionally, Reapers may hide within “shrine” to catch the defenders off guard for an easy pick or Genjis may set up on “shrine” roof looking to harass the backline during the push. In general however, big fights will not take place close to the attacking spawn.

Attacking teams sometimes sneak a couple players left through “coast” to access “comms” and harass the backline of the defenders, especially if they decide to hold the choke point without support from behind. Heroes like Pharah, D.Va, and Genji can easily gain access to “comms” from “coast” and make pushing through choke less brutal for the attackers by drawing defenders’ attention. Generally it is easier for attacking teams to dash into either “garage” or “access” from “mid” to make it more difficult for the defenders to engage. This also allows the attackers to contest the top ground at “ops” and “comms”. While Symmetra is not as common in the current meta, common teleporter spots are at the end of “coast” behind “comms”, behind “ops”, and inside both upper and lower “tower”.

Capture Point B

Pre-choke View


The section leading up to the final capture point is not usually a hotspot for fighting in competitive games as defending teams use their time to set up around the final point for a better positioning. The “lifts” can be used to go through the “door” to the left of the “fence” and gain access to the left side of final area. Occasionally the lifts can be used for a McCree High Noon, Torbjorn Turrets, or Bastion-based plays, but these kinds of gambits are likely to be unsuccessful in a more competitive environment and are usually saved for more desperate situations. Attackers will generally attempt to push from “front” up through “mid” and having a ranged class control “turbine” with a babysitter. If the attackers have a Widowmaker, she can occasionally be found behind “ops” trying to get a pick from far back, if she is not positioned at the more common “turbine” location.

Left-Attacker View


Main Point View


On the final point of Volskaya Industries, defenses leverage the many platforms and doorways for covering and positioning, raining hell on low-mobility classes pushing up the middle. Attacking teams may opt to take control of “mid” but not push to the point straight away, allowing a player or two to flank by going up “catwalk” and through to either “glass” or “station”. Mobile classes like Winston and Genji can easily contest the “bridge” and “closet” areas – applying pressure to ranged DPS and support classes hoping to abuse the high ground. Heroes like Mei and Hanzo are viable choices as Hanzo can climb the wall to the ledge of both of these areas and Mei can boost her teammates up to them with her Ice Wall.

“Long” interestingly is not used as much in competitive play because of its long, narrow choke that allows little breathing room for dodging projectiles and abilities, instead used more as a place to fall back to pick up the mega health pack in the small cubbie. “Long” is best used by mobile classes like Tracer, Genji, and Pharah, as a route to accessing “coast” and its backline flank. This is a very common spot for these types of classes to attempt to travel, so defenders should position themselves accordingly. Lastly, one often overlooked feature of the final point is that the middle of the point is raised, can be used as cover and a means of line-of-sighting your opponents.

Here are some helpful tips to using the map overviews:

  • The shorter name or less syllables a map callout has, the less you will have say. This will make the communication on your team more efficient, reducing the amount of chat needed to relay important information. A good example of this would be abbreviating “apartments” to “aps”.

  • Buildings/areas with more than one level can be referred to upper/lower (i.e. “lower aps”)

  • Some of the callouts use the same name, sometimes even in the same map, to reduce the amount of memorization on the player’s part.

  • Medpacks are also included on the map and the color of the arrow will indicate the area that is located in. To differentiate between the two they can be called mega and mini, big and small, etc.


If you’d like to download the map callouts images for your own reference, please follow this link