Overwatch has an expansive list of locations and a number of objectives to each of them. Though the payloads and capture points of each map are well communicated, something that is less direct is their size.
The size of maps influences the length of matches, the frequency of team fights, chances of getting caught in a closed alleyway with a Roadhog, and so on.
It's good to know not only the objectives and location of shortcuts/health packs, but what lies in the bigger picture so you and your team can optimize composition.
SPOILER: We don't rank individual control maps in this list, just Assault, Hybrid, and Elimination maps. Don't get salty.
17. Watchpoint : Gibraltar
Gibraltar still is and might arguably always be the largest map in Overwatch. The enormous length of the map used to be home to an additional checkpoint which was taken out for defense's sake.
However, with said point being taken out, the long map is arguably against offense.
16. Route 66
The wild west is unsurprisingly big. Open road and cutouts flanking the beginning of the map leave little cover, sometimes making it difficult to keep a health bar where you'd like it to be.
The deeper into the map one goes, however, the more complicated its paths and hiding spots become until the end point for the payload - one that is so chock full of cutaways and hideouts, there's no telling when an unfriendly ultimate will fly out and destroy you.
Hollywood is so large and diverse it often feels like a different map after every checkpoint. Its size substantiates this, as well - as the largest hybrid map within the game, it often feels as though Hollywood matches are a series of small games rather than a series of objectives.
New to the game, Junkertown is an addition that offers a crucial backdrop to the Mad Max characters players have come to love. The escort map even has its own animatic to substantiate it, though it's not necessarily always Junkrat and Roadhog sneaking behind the gates.
13. King's Row
King's Row is an interesting map in terms of where it decides to place its boundaries. There are segments that allow characters with high vertical reach to thrive, but also corridors where close combatants reside.
The hybrid map offers choke points and two unique indoor/outdoor settings for a successful map, comfortable for just about any character.
Another payload-only map, Dorado shows the same effects of Watchpoint: Gibraltar. However, it does so in a compacted version of the longer map.
Offering the same passageways and corridors to its sides, the map feels shaped to a tighter series of gates, making it a map more susceptible to frequent team fights.
A hybrid map set on less-than-level ground, the true castle siege stage offers an arguably looser choke than the one preceding the first point on Hollywood and Temple of Anubis. The wide variety of areas make Eichenwalde a fan favorite.
Numbani is a hybrid map that has impossibly higher walls than King's Row, but wider roads and more open spaces as well. This also means that the path of the payload is much clearer.
Numbani is also filled with balconies left and right, as well as a number of pronounced back doors that demand coverage. An open, "honest" map, characters that don't rely too much on close corridors thrive in the omnic & human metropolis.
9. Volskaya Industries
Onto capture point only maps. Volskaya Industries is undoubtedly the beefiest of the bunch. From its gates to its spaces in between the objectives themselves, Volskaya's main pathways are nothing but wide open, flanked by a series of complicated passageways and balconies.
Hanamura, on the other hand, offers what is arguably the opposite of Volskaya's closed format.
Though it is flanked with interesting passageways and balconies similar to Volskaya, there is only one portion of the map that is truly open in the courtyard before the first objective. Otherwise, the map is compact, offering more backdoors than front doors.
7. Temple of Anubis
Temple of Anubis is infamous for its impossible gates and chokes that solid defensive teams can abuse to the point of shutting down their offensive opponents completely. However, with two capture points so close to one another, it is a matter of winning two team fights in a row for the offense to take the crown.
Truly a map of extremes, Anubis is the way it is almost exclusively due to its compact size.
6. Horizon Lunar Colony
The Lunar colony feels larger than Anubis due to its high ceilings and open spaces.
However, the objective map is shaped into a perfect circle, making it even smaller than Anubis in terms of surface area. Even so, the map is without a doubt compact and the smallest of every quick play/competitive map, regardless if the views are better.
5. Château Guillard
Overwatch's very first dedicated deathmatch map, Guillard is just the right size for its function.
Not quite elimination but not quite objective, Guillard offers a balance of open spaces for duels and passageways for close encounters. Perhaps Blizzard took a bit of inspiration from high speed late 90's/early 2000's shooters in terms of format.
4. Ecopoint: Antarctica
Finally getting into elimination maps, Antarctica was the first of its kind. By extension, it will most likely remain as the largest 1v1 and elimination map in the game. Though it is smaller than every quick play/competitive map, it offers too many hiding places and alleyways, making a stake-out far more viable than a clean fight.
3. Black Forest
Black Forest feels like what Antarctica could have been, but wasn't...
Though both maps have their strengths, Black Forest offers a more concise elimination map that, though it has a number of interesting hiding places, does so in a more ergonomic fashion.
Multiple floors to buildings but blatant holes in the floorboards to reveal enemies above and below, and open space around the edges of the map with more moderate cover that doesn't encourage turtling, Black Forest is an improvement on Ecopoint.
Castillo was introduced to Overwatch along with the Black Forest and Necropolis. All three maps offer unique functions, but Castillo's goal was probably more pronounced and clear than its adversaries.
Ring-a-round the fountain, peeping out of windows and moving from one building to the next attempting to scout your opponent out and keep the high ground - the game plan at Castillo is straight-forward, but incredibly exciting nonetheless.
Much unlike Castillo, Necropolis is a square map with a hole punched in its center.
Though sending someone to the shadow realm via the central bottomless pit is something particularly special, Necropolis offers limited complete hiding spots. The smallest map available, the necropolis is truly a needle-pointed, couple dozen square meters of death.