Black Ops 7 Maps: The Launch 18 and Every Addition
All 55 Black Ops 7 maps: the 18 at launch, three Black Ops II remakes, and every Season 1 to 6 addition with the mode each shipped for.
Black Ops 7 launched with a deep map slate, and Treyarch leaned on nostalgia by remaking three Black Ops II favourites. Six seasons later the standard 6v6 pool sits at 55 maps, before you count the Skirmish, Freerun and T.E.D.D. Trials additions.
This page lists every one of them by the season it arrived in, because knowing which maps are new and which are remakes saves you the opening weeks of walking into angles you do not have names for. The loadout guide covers what you bring into them, and the BO7 hub has the rest.
The launch 18
At launch, Black Ops 7 shipped 18 multiplayer maps:
16 six-vs-six maps: Blackheart, Colossus, Cortex, Den, Exposure, Express, Flagship, Hijacked, Homestead, Imprint, Paranoia, Raid, Retrieval, Scar, The Forge and Toshin.
2 twenty-vs-twenty maps built for the new Skirmish mode: Mission: Edge and Mission: Tide.
Three of the sixteen are Black Ops II remakes — Express, Raid and Hijacked — which means returning players already know those layouts. Raid in particular is one of the most recognisable layouts in the series: a central courtyard with two elevated sides, which is why it has always rewarded players who hold height rather than players who rush.
Blackheart is a good example of how the new maps are built. It is a small map that supports both 6v6 and 2v2, set on a Guild offshore drilling platform — fights happen around the central drill or on a barge packed with mineral containers, pumps and heavy nautical machinery. Small, dense and full of hard cover.
Every addition, season by season
Preseason (20 November). Nuketown 2025 — the map everyone already knows, which makes it the best place to test a new weapon without losing to unfamiliar geometry.
Season 1 (nine maps). Utopia, Fate, Odysseus, Standoff, Yakei, Meltdown, Fringe, Vault Town, plus Sleighjacked, a holiday version of Hijacked with snow, decorations and a night setting. Standoff is the fourth Black Ops II remake in the pool, so a returning player knows one more layout for free.
Season 2 (nine maps). Torment, Sake, Nexus, Slums, Torque, Cliff Town, Grind, GRWM and the Firing Range layout. Skirmish also gained Mission: Peak, its third 20-vs-20 map.
Season 3 (seven maps). Beacon, Abyss, Plaza, Gridlock, Onsen, Summit and Hacienda, plus Skirmish’s Mission: Trident and the first Freerun course, Ascent. Seasons 1 and 2 both added nine 6v6 maps; Season 3’s seven came bundled with two other-mode maps, which is why it felt like the biggest drop of the year.
Season 4 (five maps). Liminal, Primetime, Vertigo, Zenith and Launch.
Season 5 (four maps). Jubilee, Frequency, Dig and Turbo Tilt, plus the second Freerun course, Descent.
Season 6 (two maps). Quantum and Bloodstead close out the standard pool, and T.E.D.D. Trials added three co-op maps — Roadkill, Inferno and Lost — which sit outside the versus rotation entirely.
The non-standard additions
Three groups are worth separating from the 6v6 count, because they do not rotate into normal multiplayer lobbies:
- Skirmish (4 maps): Mission: Edge and Mission: Tide at launch, Mission: Peak in Season 2, Mission: Trident in Season 3.
- Freerun (2 courses): Ascent in Season 3, Descent in Season 5.
- T.E.D.D. Trials (3 maps): Roadkill, Inferno and Lost, all in Season 6.
If you are counting what you can actually queue for with a standard class, that is the 55 in the sections above plus the four Skirmish maps. The rest are separate modes.
Why map size changes how you play
The 20-vs-20 Skirmish maps are not just bigger versions of the 6v6 ones. Skirmish gives every player wingsuits, grappling hooks and vehicles, so verticality and traversal become the primary skill rather than a bonus. A route that is strong on a 6v6 map can be completely irrelevant when twenty players are coming from the air — which is why the mode list matters as much as the map itself.
That is the practical reason to think about maps by size and mode rather than memorising a list. A small map like Blackheart rewards immediate awareness — you are always near a fight. A Skirmish map rewards map reading — knowing which objective is worth crossing the map for.
How to learn a new map in three matches
Match one: follow, do not lead. Walk behind a teammate and learn the two routes between each objective. Do not try to win; try to stop being lost.
Match two: learn the chokes. Every map has two or three pieces of geometry that most fights happen through. Find them, then notice which side of them you should be standing on.
Match three: learn the height. Where are the elevated positions, and how do you get to them without crossing open ground? On most Call of Duty maps, the player who holds height wins the fight before it starts.
After three matches you will know a map better than most lobbies, because most players never deliberately do any of this.
The remakes are free knowledge
Express, Raid, Hijacked and Standoff carry over their old callouts, so those are free wins for returning players — and a warning for everyone else, because the people who know them will be calling angles you do not have names for yet.
One more practical note: map knowledge matters more than scenery, and the only reliable way to build it is to walk the map rather than watch a video. A private match with bots costs ten minutes and teaches you more routes than an hour of footage.
Related guides
- BO7 multiplayer modes — which mode suits which map size.
- BO7 loadout slots — what to bring into every map.
- Black Ops 7 game hub — the full BO7 system breakdown.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- Official Call of Duty site — patch notes, current season, and authoritative game data.