Theme Park has received a fairly massive rework in the latest Rainbow Six Siege content drop: Operation Shifting Tides. Always one of those maps that was ALMOST great but couldn't quite get there, Theme Park is now seemingly on its way to becoming one of the better maps in the game.

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It's still in the very early days on this map rework, and things can shift very drastically once something interesting gets found, but as of now, here are ten tips to help get your feet under you on the new Theme Park:

10 2F DAY CARE/BUNK

This site is going to be vaguely familiar to the equivalent site on the last Theme Park, with most of the differences being on the 2F Bunk side of things. Holding this site is absolutely going to mean holding control of the 2F Break Room just beside the Bunk, with two exterior windows allowing direct access to it. There are three windows on the first floor that allow for peeking outside onto those windows, one of which is in the Arcade Entrance, one in the 1F Barrel Room, and one in the 1F Maintenance room, with the last of those usually going to be the best bet. Other than the 2F Break Room, the main focus is going to be holding the 2F Yellow Corridor and 2F Upper Arcade.

9 2F INITIATION ROOM/OFFICE

This site definitely requires a wider area of control from the Defenders, with one room between the objectives and some really long sightlines needing to be held. One interesting strategy here is opening up the wall in the 2F Office Vault, allowing you to overlook part of the 1F Yellow Corridor, the Yellow Stairs, and the 2F Yellow Corridor looking all of the way into the 2F Bunk NE doorway; it's usually best the person playing here has an ACOG, as the sightline down that Yellow Corridor can get pretty long.

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Another super-important area to hold is the 2F Waiting Room since it's placed between the two sites. This can be achieved with a crossfire from the two sites, but keep in mind the 2F Cash Corridor and 2F Dragon Stairs need to be held too. Keep a healthy spread of Anchors on these areas, with Roamers able to move where needed.

8 1F THRONE ROOM/ARMORY

This can be a bit of a weird site to hold. Most teams so far seem to be playing a very Anchor-heavy approach, setting up one or two Anchors in the Throne Room behind/beside the throne, with another sitting somewhere in the Armory. All but the south side of the site is wrapped with hallways, with a lot of push from Attackers likely going to be them hard-breaching through the 1F Maintenance wall and the 1F Barrel Room wall. If utility/Roamers can keep them from getting those walls open, it's going to go a long way in keeping that objective clear.

7 1F STORAGE/LAB

This site seems relatively untouched by the rework, with only a couple of things of any significance changed. Holding the Storage window and the Arcade Toilet are both going to be a lot of the hard work, as well as keeping Attackers from feeling comfortable in the 1F Joint Storage/Joint Corridor.

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Shooting open the ceiling above the 1F Lab can make Anchors lives there a bit difficult, but keep in mind most Anchor spots inside of 1F Storage can't be seen from above.

6 LONG SIGHTLINES

Theme Park has a lot of long sightlines, and a lot of them are in pretty important areas. This is going to increase the value of Operators like Doc and Rook on Defense, and further decrease the value of Operators like Nokk on Attack. If you happen to not be running an ACOG, have an idea of the hallways and doorways that you're going to have a disadvantage at and plan accordingly.

5 NOT MANY IMPORTANT CEILING HATCHES

There really aren't many ceiling hatches in Theme Park of much importance; they seem more like rotate hatches likely to be used by Roamers than they're hatches that are going to be used by Attackers to push a site.

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This is going to push Thermite into a bit more of a valuable spot than Hibana since Thermite is more effective at opening up walls with Hibana able to open up an extra ceiling hatch.

4 NOT AN ABUNDANCE OF VERTICAL PLAY POSSIBILITIES

Aside from there not being a ton of ceiling hatches to make use of, there isn't an overabundance of possibility when it comes to getting sightlines through the ceiling/floor, either. Much of it is indestructible, somewhat lowering the value of Operators like Buck and Sledge. That's not to say there aren't any places where vertical play can be useful, but it's not as prevalent as it is on some other maps.

3 NO MORE TRAINS

That's right, the dreaded train room in the center of the 2F of Theme Park is no more, and it will not be missed. Instead, the 2F has been squished together, with some new rooms added and some extra hallways introduced to improve the flow.

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For that matter, many of the rooms/hallways on the 1F that never really served a purpose have been removed as well, making the map quite a lot meatier and making more rooms meaningful.

2 MORE MOVEMENT

Because all of those useless rooms from before have been removed and replaced with hallways/rooms of importance, it's made for a lot more options when it comes to moving throughout the map. Between all of the viable hallways and soft destruction possibilities, there are a lot of routes to use to get through the map quickly, and since the map is so new, many players aren't going to be on the lookout for enemies running through them.

1 GAMEPLAY IS STILL DEVELOPING HERE

Take everything on this list with a grain of salt. This map is still very new, and it usually takes a season or two for the map to really show its true self. These are some good starting points, but as always with a new map (or any map, for that matter), experiment! Try new stuff out! There are always new ways to come at a map/objective, and all it takes it someone having success with a new strat for the playing field to change forever.

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