Here's something that one of the SC guys posted on our forums about a week ago. I can't wait. The other day, I noticed a kill-cam followed a heli-rocket down to the ground when I got killed. It shocked me for a second then I remembered this post.
http://xbox360.ign.com/articles/852/852464p2.html
IGN: What's the console patch going to resolve?
Bowling: We're working right now on the features patch, because the majority of it is new features for multiplayer. Right now in our feature patch, the big thing for consoles is host migration. So if the host leaves a game, everyone won't be bounced back to their own private lobbies. If the host leaves, it's going to stop the game, keep everybody together, auto-assign a new host and restart the game. We also added kill cams to everything. We added kill cams to air strikes, so as soon as the bomb leaves the plan, you can follow it all the way to the ground. We added kill cam to grenades, which is my favorite, because whenever you get the "What the [bleep]" grenades that you're just running and you blow up and wonder what the [bleep] just happened -- now you can see that the guy threw it over a building, hit a tree branch, went through a window, rolled between your legs and blew you up. They're also on claymores and RPGS and M203s, which is really good because M203s typically go really far. You can watch it travel through the air and land right into your face.
We also improve sniper and ACOG scopes. Those are going to be more accurate. We have a lot of community feedback about how snipers were broken. The "I know I hit that guy" board posters -- who are in every game everywhere -- well we took a week and looked at it. Our lead character designer, who designed the Ghillie suit, he played around with it for a week and he said, "You know, I think those guys are on to something." We upgraded the spectator cam, so now you can rotate 360 degrees around whoever you're spectating, go from third person to first person. And then there's a bunch of technical optimization that just came as a bi-product of adding host migration and general code work.
IGN: How does downloadable content development work? Are the upcoming maps something that was in development at the time IW was working on COD4 and that they were maybe just held back or are they brand new creations?
Bowling: It depends. These specific maps we are working on now are 95% brand new maps that we started working on after the game shipped. There are a few we are working on that were maps we originally wanted in the shipped game, but didn't get finished in time. I hope our community doesn't feel we held anything back, because we put anything we thought was up to standard in the game. There's a few that are [being worked on] that people will see and say, "Oh, this map is straight from the single-player, why didn't they just put this in the original game?" But really, it's a cool single-player level, but does that really work in multiplayer? And we try to make it work in multiplayer and we're not quite happy with it so we don't include it when the game ships. And we keep tweaking it after launch and adding ladders and new routes and making it more of a multiplayer map. And then once it's finished it comes out as DLC.
So there are one or two that are like that and then the rest are like brand new stuff, 100% new concepts. It's 100% stuff you haven't seen in single player. It's stuff where we sat around and talked, we listened to the community and people saying they want larger maps or more close-quarters maps or more sniping points. We take that feedback and start designing maps around that. What we're working on now is a grab bag. What's actually going to be released, I couldn't tell you. We haven't made those decisions. Right now we're focused on making them great and we'll worry about the rest later.