MW4 map guide

Munition Hardpoint rotations and spawns

Munition has six hills. This guide takes them in order: how pros rotate from one to the next, when to leave, where they hold and where you spawn while each one is live. It's built from 91 pro rotations and 153 pro respawns across 16 pro scrim maps on Munition.

6hills
91pro rotations
16pro scrim maps
10CDL games to watch
Munition map with the six Hardpoint hills labelled: P1 Convoy, P2 Missile Cache, P3 Main Gate, P4 Sky Bridge, P5 Side Road, P6 Water Tower, and the main pro route between them
P1 Convoy, P2 Missile Cache, P3 Main Gate, P4 Sky Bridge, P5 Side Road and P6 Water Tower, with the main pro route between them. Tap the map to open it in the Map Lab.

Hill order

The Munition hills go up in this order. After P6 Water Tower the rotation starts again at P1 Convoy, so P1 comes round more than once in a long game.

  1. P1Convoy
  2. P2Missile Cache
  3. P3Main Gate
  4. P4Sky Bridge
  5. P5Side Road
  6. P6Water Tower
  7. P1then back to the start

Rotations and when to leave

Run times are at a sprint. The main route is the way pros ran most often, and the alternate is the other way in.

The leave column is when to send your first player off the old hill: the run plus about 10 seconds, rounded to the nearest 5, so they're set before the new hill goes live.

The longest run on Munition is P5 to P6 at 13.5s. The shortest is P4 to P5 at 5.5s.

RotationMain routeAlternateLeave atPro rotations seen
P1 → P2Convoy to Missile Cache10s8s20s left22
P2 → P3Missile Cache to Main Gate10s9s20s left21
P3 → P4Main Gate to Sky Bridge9s8s20s left16
P4 → P5Sky Bridge to Side Road5.5s6s15s left11
P5 → P6Side Road to Water Tower13.5s15.5s25s left11
P6 → P1Water Tower to Convoy10.5s13.5s20s left10

Hill by hill

Each hill as the Map Lab shows it: the route in from the hill before, the spots pros held when they won it and the spawn zones while it's live.

  • Main pro route
  • Alternate
  • Where pros hold
  • Safe spawn
  • Mixed
  • Trap
  • Few seen
ABCDSend one with 20s leftABCDP1ConvoyP2P3P4P5P6Water Tower
P1 Convoy, with the route in from P6, where pros hold and where you spawn.
P1 of 6

Convoy

The first hill of the game, and the one you rotate back to from P6 Water Tower

Getting there

The main pro route from P6 Water Tower takes 10.5s at a sprint, and the alternate takes 13.5s. Send your first player with 20s left on P6. From 10 pro rotations.

Where pros hold

Counted across the 8 P1 hills pros won. A is on the hill itself. On the map, a short line from a spot shows where players looked.

  • AOn the hillheld in 7 of 8
  • BOff the hillheld in 8 of 8
  • COff the hillheld in 5 of 8
  • DOff the hillheld in 5 of 8

Where you spawn

While P1 is live you spawn in one of four zones. A, B, C and D are mixed.

  • AMixed · 7 spawns1 of 6 died in 10s
    first fight about 17s in
  • BMixed · 7 spawns2 of 7 died in 10s
    first fight about 9s in
  • CMixed · 6 spawns1 of 6 died in 10s
    first fight about 15s in
  • DMixed · 6 spawns1 of 6 died in 10s
    first fight about 9s in

Spawns flipped in 1 of 10 P1 hills seen, about 53s in.

Open P1 in the Map Lab
ABCDSend one with 20s leftABCDP1ConvoyP2Missile CacheP3P4P5P6
P2 Missile Cache, with the route in from P1, where pros hold and where you spawn.
P2 of 6

Missile Cache

Rotating in from P1 Convoy

Getting there

The main pro route from P1 Convoy takes 10s at a sprint. The alternate is a little quicker at 8s. Send your first player with 20s left on P1. From 22 pro rotations.

Where pros hold

Counted across the 14 P2 hills pros won. A and B are on the hill itself.

  • AOn the hillheld in 14 of 14
  • BOn the hillheld in 12 of 14
  • COff the hillheld in 11 of 14
  • DOff the hillheld in 11 of 14

Where you spawn

While P2 is live you spawn in one of four zones. A and B are safe. C and D were seen too few times to judge.

  • ASafe · 10 spawns1 of 10 died in 10s
    first fight about 17s in
  • BSafe · 7 spawns1 of 7 died in 10s
    first fight about 11s in
  • CFew seen · 3 spawns1 of 3 died in 10s
    first fight about 14s in
  • DFew seen · 3 spawns1 of 3 died in 10s
    first fight about 17s in

Spawns flipped in 2 of 9 P2 hills seen, about 28s in.

Open P2 in the Map Lab
ABCDSend one with 20s leftABCDP1P2Missile CacheP3Main GateP4P5P6
P3 Main Gate, with the route in from P2, where pros hold and where you spawn.
P3 of 6

Main Gate

Rotating in from P2 Missile Cache

Getting there

The main pro route from P2 Missile Cache takes 10s at a sprint. The alternate is a little quicker at 9s. Send your first player with 20s left on P2. From 21 pro rotations.

Where pros hold

Counted across the 8 P3 hills pros won. A is on the hill itself. On the map, a short line from a spot shows where players looked.

  • AOn the hillheld in 8 of 8
  • BOff the hillheld in 7 of 8
  • COff the hillheld in 4 of 8
  • DOff the hillheld in 6 of 8

Where you spawn

While P3 is live you spawn in one of four zones. C is safe. A is mixed. B is a trap. D was seen too few times to judge.

  • AMixed · 8 spawns1 of 6 died in 10s
  • BTrap · 7 spawns3 of 6 died in 10s
    first fight about 10s in
  • CSafe · 6 spawns0 of 6 died in 10s
    first fight about 12s in
  • DFew seen · 3 spawns1 of 3 died in 10s
    first fight about 12s in

No spawn flips in the 10 P3 hills seen.

Open P3 in the Map Lab
ABCDSend one with 20s leftABCDP1P2P3Main GateP4Sky BridgeP5P6
P4 Sky Bridge, with the route in from P3, where pros hold and where you spawn.
P4 of 6

Sky Bridge

Rotating in from P3 Main Gate

Getting there

The main pro route from P3 Main Gate takes 9s at a sprint. The alternate is a little quicker at 8s. Send your first player with 20s left on P3. From 16 pro rotations.

Where pros hold

Counted across the 6 P4 hills pros won. A is on the hill itself. On the map, a short line from a spot shows where players looked.

  • AOn the hillheld in 6 of 6
  • BOff the hillheld in 5 of 6
  • COff the hillheld in 4 of 6
  • DOff the hillheld in 4 of 6

Where you spawn

While P4 is live you spawn in one of four zones. C is safe. A and B are mixed. D was seen too few times to judge.

  • AMixed · 9 spawns2 of 8 died in 10s
    first fight about 11s in
  • BMixed · 8 spawns2 of 6 died in 10s
    first fight about 8s in
  • CSafe · 5 spawns0 of 5 died in 10s
    first fight about 13s in
  • DFew seen · 4 spawns0 of 4 died in 10s
    first fight about 13s in

Spawns flipped in 6 of 12 P4 hills seen, about 46s in.

Open P4 in the Map Lab
ASend one with 15s leftABCDP1P2P3P4Sky BridgeP5Side RoadP6
P5 Side Road, with the route in from P4, where pros hold and where you spawn.
P5 of 6

Side Road

Rotating in from P4 Sky Bridge

Getting there

The main pro route from P4 Sky Bridge takes 5.5s at a sprint, and the alternate takes 6s. It is the shortest run on Munition. Send your first player with 15s left on P4. From 11 pro rotations.

Where pros hold

Counted across the 9 P5 hills pros won. A is on the hill itself. On the map, a short line from a spot shows where players looked.

  • AOn the hillheld in 9 of 9
  • BOff the hillheld in 9 of 9
  • COff the hillheld in 7 of 9
  • DOff the hillheld in 6 of 9

Where you spawn

While P5 is live there is one spawn zone seen. A is safe.

  • ASafe · 6 spawns0 of 6 died in 10s
    first fight about 20s in

No spawn flips in the 3 P5 hills seen. Few respawns were seen on this hill, so treat it as a guide.

Open P5 in the Map Lab
ABCDSend one with 25s leftABCDP1P2P3P4P5Side RoadP6Water Tower
P6 Water Tower, with the route in from P5, where pros hold and where you spawn.
P6 of 6

Water Tower

Rotating in from P5 Side Road

Getting there

The main pro route from P5 Side Road takes 13.5s at a sprint, and the alternate takes 15.5s. It is the longest run on Munition. Send your first player with 25s left on P5. From 11 pro rotations.

Where pros hold

Counted across the 3 P6 hills pros won. A is on the hill itself. On the map, a short line from a spot shows where players looked.

  • AOn the hillheld in 3 of 3
  • BOff the hillheld in 3 of 3
  • COff the hillheld in 3 of 3
  • DOff the hillheld in 2 of 3

Where you spawn

While P6 is live you spawn in one of four zones. A, B, C and D were seen too few times to judge.

  • AFew seen · 5 spawns0 of 4 died in 10s
    first fight about 11s in
  • BFew seen · 3 spawns1 of 3 died in 10s
  • CFew seen · 3 spawns1 of 3 died in 10s
    first fight about 17s in
  • DFew seen · 3 spawns1 of 3 died in 10s
    first fight about 12s in

No spawn flips in the 8 P6 hills seen.

Open P6 in the Map Lab

How spawns work on Munition

Spawns flipped in 9 of 52 hills on Munition, mostly late: about 46s into the hill. Hold your side early and you keep good spawns.

Trap zones on Munition: B on P3. Players who spawned there often died within 10 seconds. On P2 and P5 every zone with enough spawns to judge came out safe.

Safe means 15% or fewer of the players who spawned in a zone died within 10 seconds. Trap means 40% or more did, and mixed is in between. Few seen means fewer than five spawns, too few to judge.

  • You spawn away from the other team and close to your own.
  • Each hill has two sides. Hold your side and your spawns stay behind you.
  • Push too far past the hill and the spawns flip: they spawn behind you.
  • When the hill moves, both teams’ spawns move with it.
Search and Destroy

SnD numbers on Munition

From 49 pro SnD rounds on Munition.

73%of rounds go to the team that gets first blood (36 of 49)
18smedian time to the first death
35%of first deaths are traded within 4 seconds
49%of rounds see the bomb go down, at a median 24s in
62%of planted rounds are won by the planting side (15 of 24)
A 11 · B 11plants on each site

The side up a player

How often the team with more players alive wins the round, from 283 pro rounds on all maps.

  • 4v368%
  • 4v285%
  • 4v198%
  • 3v281%
  • 3v197%
  • 2v191%

Clutches

How often the last player alive wins it. Use the time and the bomb.

  • 1v210%
  • 1v33%
  • 1v42%
Plan a Munition round in the Map Lab
ABomb site ABBomb site B
Bomb sites A and B on Munition.
Hijack

Pro Hijack numbers

Our Hijack numbers aren't split by map yet. Across 24 pro Hijack games on all maps there were 78 plants, about 3.2 a game, and the median plant held for 12 seconds before it was stopped. Every second a plant holds is a point.

Plan Hijack on Munition in the Map Lab

Where the numbers come from

Rotations, run times, holds and spawns on this page come from 16 pro scrim maps on Munition: 91 pro rotations and 153 pro respawns. Hills with only a few rotations or spawns seen say so.

The SnD numbers come from 49 pro rounds on Munition, and the advantage and clutch tables from 283 pro rounds on all maps. The pro games are from the CDL Launch Invitational broadcast.

The same numbers drive the free Map Lab, where you can draw your own plan on Munition, save it and send it to your team. Updated 7 November 2026.

Want this for your own team?

A Team Review puts your own rotations, rounds and spawns next to these pro numbers, map by map, with the five changes that matter most.