Hollywood_Banner.png

Starting Time: 4:00

Capture A: +2:30

Checkpoint: +1:30

Total Time: 8:00

Welcome back to Sp0h’s map callouts, the series where Sp0h delivers beautiful graphics to highlight efficient callouts to use in your day-to-day matches. This week, we’re travelling to Hollywood; the home of the American motion picture industry and now to Goldshire Studios in futuristic America. Hollywood is one of the most well-liked maps in Overwatch, and it stands as the most popular map among pro players. It has a healthy diversity in its layout: featuring chokepoints, verticality, flank routes and a nice aesthetic, so its not a surprise that this map is one of the community’s favorites.


Studio Entrance

Pre-Arch Attacking View

Hollywood_1.jpg

Front Point View

Hollywood_2.jpg

Back Point View

Hollywood_3.jpg

The path to assaulting Hollywood’s single capture point is quite a bit different than that of King’s Row that I described in the last map callout article. Hollywood’s capture point area features less verticality and further attacking spawn than King’s Row, but does not provide many safe places for defending teams to take cover versus attacking dive lineups. On King’s Row, the defense may fall back past “arch” toward “book” if more space is needed and able to use the abundant high ground surrounding the point. In the current meta on Hollywood, teams typically tend to hold “cafe” if they expect a dive lineup to take advantage of AOE healing from heroes such as Ana, Lucio, and Soldier. It also provides one of the few high grounds from which the defending team can abuse line of sight advantage and stay in cover at the same time, maintaining their advantage by knocking the attacking team heroes away with heroes such as Lucio and D.Va.

Defending teams may also hold the front of the point as they can threaten to push on “arch” if a good opportunity arises after a lucky pick. Or, if the team is running Mei, she can wall off “arch” to split the attacking team. In both scenarios the defense will then counter-dive to team-wipe the attackers, all while preserving the option to fall back around the corner if things go south. If the attacking team pushes straight to point, it is not uncommon to see one of the defenders – usually heroes such as Soldier, McCree, and Roadhog – go up the stairs from “point” to “juice” to use the high ground to get picks while the attacking teams’ attention is elsewhere. If the attackers decide to move through the back stairs to contest “juice”, defenders should be similarly aware of Roadhog hooks coming from those same stairs. Defenders should also be cautious about peeking “server” versus heroes such as Roadhog and Hanzo and should also be aware of the tree outside of it since Widowmaker can use it to grapple-jump above the roof to try to get picks.


Western Town

Attacking View

Hollywood_4.jpg

Defending View

Hollywood_5.jpg

After capturing the first point, Hollywood’s map geometry changes drastically as the payload moves into the western town set. Here, the map opens up and its verticality becomes much more important to control. Shortly after losing the first point, if they have enough time, defenders will ride the lift up to the roof of the bank and use that area to engage the attacking team from above. It is also not uncommon to see defending teams use varied positions between “bank”/“saloon” and “bank”/“mid”, but many attacking and defending positions teams will center around contesting or maintaining high ground for ranged dps classes. In previous iterations of the meta, it was common to see heroes such as Genji, Pharah, and Widowmaker try to take control of the rooftops, but this job is now mostly left to D.Va as she can contest and knock opposing players from those areas.

The town phase of Hollywood also features many alternate routes that players can use to flank their opponents. Heroes like as Tracer, Reaper, and even a Deadeye-hunting McCree can use these places to their advantage by gaining access to the team without being noticed. One such common flank area is “saloon” as the walls of the building restrict the line of sight from the enemy team and provide an easy area to retreat to a bonus health pack. “Hotel” to the “jail” area can also be used but carries more risk as the player will not have a clear route to fall back to their team and the health pack in the jail is much more easily accessed by the enemy team.


Space Set

Attacking View - Indoors

Hollywood_6.jpg

Defending View - Bridge

Hollywood_7.jpg

Point View

Hollywood_8.jpg

Upon capturing the checkpoint, the double doors to the Space Set section of the map will open slowly. This can be a good time for the attacking team to catch split-spawned defenders trickling out of “halls”, as that is where their spawn is located for the Western Town phase. Attacking team ranged heroes team can often be seen contesting “bridge” through “storage” as it will allow them to shoot the defending team from behind once they set up. Defending teams will usually assign a player to contest the upper areas of “bridge” and/or “server” as this can serve as a good staging point against the attackers as the payload passes under via “mid”.

If the attacking team pushes the payload to the end of “mid”, “balcony” and “bridge” become hotly contested as they both teams attempt to use them as flank routes: “balcony” for the attackers” and “bridge” for the defenders. These areas were used to great effectiveness during the Beyblade meta, where a Reaper would sneak above the attacking or defending team and drop from above with a Nanoboosted Death Blossom.

Finally, the last point of Hollywood often turns into an all-out brawl due to the close proximity of defending spawns. Lower skill rating players may find success placing a Bastion upon the “stage” to break an attacking Reinhardt’s shield and mow down a team pushing through “mid”, but should be careful of flanking Tracers, Genjis, and Sombras from “long” through “closet”. Attacking Roadhogs can often be seen Whole Hogging the left spawn location, preventing defenders from tagging the point and prolonging overtime. On the flip side, defenders may choose to exit through the right-side spawn and use the “trailer” as cover or high ground to jump into the fray.


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.


That’s it for this week’s Map Callouts! We hope to see you all again on the next map.