New D-day invasion map suggestion

Current Problems

image
-Allied flanks in EVERY push
-Axis struggle in late defensive line and impossible to defend
-the map layout is so poor
-people can exploits the map everywhere Eg. stuck between the wall and unequal rough terrain
-distance betwen lategame capture points are way too close
-you can exploit the map literally anywhere
-mg42 sights were blocked by trees :slight_smile:
(well done, this is seriously stupidest layout for machinegun I have ever seen)
-first sector, Axis will always blocked every entrance possible for Allied armoured vehicle
-really bad terrain for armoured vehicle
-easy possibilies, if first few sector were captured then Axis will probably lose

Allies

  • gameplay
    -no flanking for allied force but run straight to the beach in first sector
    -add tremendous manpower for allied force in the first wave like 1500-2000 men
    -if they still has same manpower there are more allied players than axis players
    and personally I think the match is quite short for an “invasion” game mode
    Example
    (Lone fighter= 25 allied players vs 15 german players)
    (Squad=8 squads vs 6 squads)
    image
    ref: saving private ryan


    origin: movie My Way (2011)

  • Covers
    -provide wrecks for cover tanks, truck, armoured vehicle (a lot of them)
    -add artillery hole for cover


    game: Call of Duty WW2
    youtube channel: DraKulis Cinematic Gaming video
    video name (D-Day - Omaha Beach / Normandy 1944 - Call of Duty - 4K)

  • Support
    -let the armoured vehicle support infantry and shoot enemy bunkers
    -allied has air supriorty eg. more planes than the axis
    image
    origin: saving private ryan
    image
    (pinterest)

Axis

  • Machine gun
    -provide limited mg42,mg34 with a lot of ammunition but they are limited
    -provide clearer sight for defensive force, no trees blocking machine guns’ sight
    image
    origin: movie - My way (2011)

  • Gameplay
    -Axis have to defend the sector with everything they can from suprior enemy manpower
    -Axis has high ground in the first sector
    -After the first sector has fallen, retreat Axis force has new defensive line
    -New defensive lines are trench and concrete bunkers after the first sector fell
    (and I mean trench for fighting and defense, not trench for running)


    origin: Call of Duty WW2

  • Support
    -provide usable coastal gun to fight against allied armoured vehicle at the beach
    (only for first sector because they are already exists but non-interactable)
    -coastal gun is destructable and has cooldown after firing each shells
    (this will prevent spams)
    -the rest sectors rely on pak placement to fight allied armoured vehicle
    -provide AA gun to fight against enemy air superiority
    image
    Origin: Movie - My way(2011)

Example Map Layout

image
Origin: Company of heroes D DAY: UTAH BEACH OF/TOV (community map)

image
Origin: Company of heroes (basegame)

10 Likes

I have fun making this suggestion for an hour or two,
after seeing tons of player facing grave suffer in this map I decided to make this suggestion
the map is HORRIBLE and I’m honest.

this takes only few hours to complete do not including watching films and finding sources but if the game broke and got horrible map like current one. entire playerbase of this game suffer forever!

1 Like

This one very much. There are multiple MGs that can see only the tree / bush in front of them.
To be honest sometimes I take a tank mainly to destroy them. When that’s done, I begin “normal” tank play.

1 Like

I’ll do you one better, there are MG emplacements built by THE AXIS facing THE AXIS.

Who the hell designs D-Day and thinks, “GERMANY SHOULD TOTALLY HAVE THEIR OWN MG’S POINTING AT THEMSELVES, THAT’S SMART AND REALISTIC!”

8 Likes

The movie “My Way” should never be used as any historical reference, for anything.

BUT I do agree with you on some points, namely the questionable MG placements and the capture-point proximity to one another in the later stages.

D-Day maps are hard for any game to do. You simply cannot simulate the need for soldiers to charge head-on towards the cliffs, unless AI were placed on flank MGs to funnel players into the middle and prevent flanking. Overwhelming numbers on Allies side would only guarantee they win every single time (like in real life) and that would get boring.

The map needs work, I agree.

1 Like

It wouldn’t be a problem if there weren’t HUGE hills on the flanks that should be protected by the defenders but instead are always taken by the allies.
Like, really, if I was a commander and saw that my guys are surrounded by the enemies on the hills, I’d order them to withdraw to the next line of the defence, instead of pushing and getting encircled.

I actually had a game on Germ defense last night where one squad held the bunker and the rest of us were on overwatch on the flanking hills manning MGs and tanks. 2nd to last objective we were just mowing down mutts in piles as they tried to flank on the hills.

Glorious.

1 Like

how about both sides it unlimited respawn and map the match on the timer, i’m thinking 45 minutes the match?

You have teammates that defend the point?

Yes! I’ve been meaning to make a suggestion like this, but haven’t bothered yet. The D-Day map we currently have doesn’t feel like D-Day. I’ll try to make my own suggestion based on some of this in a week or two.

2 Likes

not to be the black witch, but there are many things that i’m getting alon with very well.

are just precisions but,

i feel like those should be mentioned.

that’s partially how allies can win.

not everyone likes moscow playstyle where it’s pretty much straigh foward for 70% of the maps.

this is because the ally have less cover in many point when attacking.

define pour

i’m not following you

agreed

i mean, that’s somewhat a balance to protect americans from getting annihilated into the spawn, to the germans having some sort of conceil advantage in some areas. an example is the left bunker present in the map.

well, it’s up to the players to hull down and pick just to take shot on the enemy tanks.

i do understand the differences between placement and enivorement for allowing each faction the difference playstyle. but once you figure out what to do, it won’t be that hard.

can’t agree nor disagree.

same here. it really depends from the players. they are the one that can turn the sides. objectivally speaking, i feel like allied have a slice disavantage. but i guess it’s why everyone love so much asymetrical stuff…

i don’t think it’s a good idea…

because of the next point:

you see, currently, allied can win if everyone does it’s job. i don’t see why favor the americans and decrease fairness for the germans.

Covers
-provide wrecks for cover tanks, truck, armoured vehicle (a lot of them)
-add artillery hole for cover
agreed.

this is already a thing. ally can spawn 2 planes, while the germans only 1.

yes, those should be more accurate, and getting rid of the stupid “”""“heat”"""" system. i love the heat system, because it’s accurate, but not like it has implemented in enlisted.

neutral on this one.

i guess it make sense, but getting blasted in the spawn i’m not sure how much can be “fun” for the attackers.

but for the reast, i think it’s a solid idea of a suggestion.

2 Likes

Because the Germans are forced to go to the cap point. You can’t afford to spend so much time going around and doing nothing.

There are better ways to prevent spawn camping. Placing a tree right in front of a mg nest isn’t one of them. It’s not about a tree blocking a small portion of a map, it’s about a tree sitting in your face, making it impossible to see anything.

Regarding the flanking, I do understand that currently it is one of the favorite and easy ways to win as the US. Problem is it once again doesn’t make sense in any other way. The US for whatever reason decided to attack the most heavily fortified place, a damn valley just to add on top. It’s the perfect place for the Germans to flank US troops, they have the high ground, MG nests, bunkers everything. Too bad that the US players spawn closer to all this then the Germans. Meaning Germans are getting destroyed by their own fortifications with a hard way to actually counter it.

That’s the thing. Make it harder for allies BUT give them manpower. He’s not talking about US doing poorly atm. He’s talking about how they SHOULD perform poorly, while having the advantage of numbers. They are attacking the Atlantic wall, not playing on a playground. The very first objective should be hard to get to without sacrificing tons of men.

It would be about as fun as MG nests, same concept, just AT instead of anti personal. Germans would have fun sniping with a giant battleship gun stuck in a concrete, while the US would have to either make a little detour to get rid of it with tnt or just snipe it with a tank.

1 Like

I also love how they took the realistic approach with the first 50 meters of the beach (not only sand, but bushes and dunes and all the little stuff) and then they absolutely ruin it with a concrete behemoth every 2 steps. Germans had a trench heavy defenses with a few pillboxes scattered around the beach. Actual fortresses were very rare and placed far away from the beach with actual cannons not MGs. The amount of hard fortifications on the map currently is just crazy. Germans were trying to save as much resources as they could, not cover the world in concrete.
image
image
Not to mention how far the actual defenses go. Germans were very much aware that if they let the allies land, it’s over. They put all they had on the first 100 meters on the beach, why waste so much resources all the way to some village throughout the valley. If allies get that far, the battle is prob already over.

5 Likes

That blue circle for “game” should start on land. I’d really prefer it if this map made the allies start in boats a little bit out at sea. Give the mg positions clearer sight while giving the attackers more squads on their side.