SnowieW’s House of Maps 🗺️

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Greetings, commanders!

Maps are the backbone of Enlisted. They determine tactics, atmosphere and the dynamics of the battle, but even perfect maps (there’s no such thing!) have room for improvement.

On the RU side of the forum, you may have noticed the activity of developer @SnowieW in various topics (thanks his openness and commitment to listen to the community), so in order to organize the discussions here on the EN side too, we suggest gathering your constructive suggestions, opinions and ideas about the current maps in the game in this topic, including what you like and what needs improvement.


What you should write about:

Balance and gameplay: Are there bottlenecks? Are there points where one side has an unfair advantage?

Visuals and atmosphere: Do you want to have more small details, better lighting or, on the contrary, do want the unnecessary clutter removed?

Flaws: Have you encountered bugs on maps (falling through textures, strange collisions, vehicles getting stuck)?


Important:

Maps only! Let’s leave discussions about weapons, vehicles, customization or other aspects of the game in other topics.

Specificity is the key! The more thoroughly you describe a problem or idea (with map examples and screenshots, if possible), the faster we can work on it.

Suggest solutions! Instead of “It’s bad, delete it”, explain how you think it could be adjusted (f.e. by adding cover, changing the landscape, etc.).

Experiment! Friends, this topic is our experiment and initiative to collect your feedback, so please take the rules seriously.

Posts will be regularly checked by Helpers and @SnowieW.

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Let’s build our maps together! :building_construction::world_map:

P.S: Don’t forget to follow the rules of the forum and respect each other’s opinions.

46 Likes

Please keep in mind to discuss only maps related discussion and forum rules still applies.

18 Likes

Hello!

This is a very nice thing to see, and something I feel is really important for the game’s health.

  • As such might I suggest putting this thread under “news” tab so it will gain more visibility and remain more accessible?
1 Like

Okay I’ll keep this in mind
save post

2 Likes

just delete reverse d-day… there is no hope for that map. it is really balanced to be played in one direction and in reverse defenders have really bad options for rally point placement making map almost impossible to defend against even team.

10 Likes

Many maps have small, open capture points that are boring to play (artillery and mortar give free capture unless defending team uses them as well). I would expand cap zones, include more overhead cover on objectives and prevent mortar and plane spawn at beginning of match.
Bug: climbing mechanic breaks on some windows.

6 Likes

I’ve long since deleted most of my pictures of blatant issues with maps, but here’s a couple.

Guadalcanal Coast West - the hill on the first spawn is atrocious for greyzone camping.

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New Georgia is also obnoxious for the road and rigdeline beside it

Of course, we all know about the hills on Hurtgen Forest/Dominant Heights. The real issue is with the game design as a whole, as there is no way to have a small map that both prevents grey zone abuse and allows tanks a decent area to play

23 Likes

Man Pacific maps suck so much especially when you have to capture a point and the point is coverd from 4 side with river .
Burma also has a point which I think is too OP , the hotel top capture point.

2 Likes

I did post about a problem about Gavutu map on pacific

To recap

  • Attackers cant build rallies without compromising safety (they are always facing open water) and thus attacker routes are usually vulnerable , bots are slower and cant use guns, defenders can easily shoot swimming bots

  • Attackers water crossing paths is seen by two tank lanes, slower bots + defender tanks can shoot from spawn

  • Both Attackers and Defenders must cross deep water sections, which ofc slows down bots

  • Left side of objective lacks cover for pushing, comparing this to the right side, which has sandbags, barracks, fuel tanks, left side only has a water and some rocks

25 Likes

i agree… i hate almost all maps where i need to cross river.

1 Like

Major things:

  1. Maps are too restrictive for vehicles. They often resemble corridor-like structures with only a few ways in. Also big number of random debris and obstacles makes maneuvering very annoying and even a waste of time. (Especially considering poor speed and power of vehicles.)
    Imo vehicles should be encouraged to move around, not to camp in one place and constantly cover an area without any breaks.

  2. Objectives are tiny. They could easily have twice the radius and cover multiple buildings instead of 1-3 rooms. This would make HE less impactful without actually weakening it and would make for a more interesting fight imo.

  3. Gray zone could be moved further away from the objectives in some cases. It mostly applies to some older maps where gray zone almost hugs the objective.

Minor things:

  1. Some maps have good firing positions (slits, windows, even MG positions) that are intentionally blocked by some random trees or bushes. Either give us clear line of sight or remove those positions. They are simply annoying because of the “false promise” they give.

  2. As MG fan I can’t not write about lack of thought about the mounting mechanic.


    On the left you can see bad position with no place to mount a gun. A lot of uneven surfaces and some LoS blockers (bushes).
    I would be great to ask yourself “where would I mount a gun to have a good firing position” when designing a map.

  3. It could be nice to add pre placed AA and AT guns, just like we have MG nests. Not everybody wants to hammer the air for 10s.

17 Likes

Quarry map favors vehicles too much. All of the points except the first and last one are open with little to no indestructible cover and due to most of the control points being down in the hole tanks will have a field day camping on the tall edges and shooting infantry below. Building defenses is pointless since it will all be cleared by artillery or camping tanks. I suggest removing the points that are in the hole and instead make the points be on the edges of the quarry. All of the points should feature a house/building instead of couple sand piles and crates.

14 Likes

I think the main issue of other maps like burma or Rezhev is that you don’t use other places
Example

For Rezhev
Near the ball house the right of it there’s a fully decorated cerienthen church and would be a cool objective to fight in and plus it’s surrounded by buildings which gives it more intense combat and more opportunities to build rallies in said buildings or around the church for the attackers and defenders while also make the map feel more urban and give players opportunities to find nice positions and give players to shoot at each other in the street between the two apartments

In burma
other side of the river where the bell is at there’s a small number of apartments that have no objectives and also connect to a unused part of the map except for conquest that uses it which would bring a nice mix up for the map

Also would provide more urban combat for both sides but give the defenders more area to hide their rallies and more cover while convening toward the objective meanwhile the attackers get less cover but get alot of visual cover while having to deal the up and down sides of having a river and a kinda narrow objective area

Moscow
is that it does not that much for infantry on planes or tanks where they’re objectively annoying
I would heavily suggest to put more hard cover around the map and move some default spawns around

Berlin
And with Berlin’s opera house with the red bridge and alternate path that’s it gives no room for infantry example from the bridge to the ruined building there’s a very clear sight line for tanks to bombard infantry and doesn’t help the fact that their main spawn is at that bridge

And on the objective on with the bridge it gives tanks free rain on infantry which also bring down the quality of the map

These issues would be fixed on that map if the devs move the default spawn away from the bridge or prevent the defender tank from directly looking at the spawns by putting more hard cover with around the more open parts of the map

4 Likes

I would also love to see some unused map parts being used. Here are some examples:

Tractor plant only uses a small slice of the whole factory and there are lots of cool building left unused. The map devs efforts go to vain when you only use small part of their work

Normandy steel mill has an small town behind it. I used it on my Caen map and it would suit well for an conquest mission

Seelow heights has a big foresty hill in the greyzone. It would be perfect base for huge trench system with bunkers and pillboxes. Something that the current seelow map doesnt provide

Rzhev has an entire bank unused. The houses there lack details but it could be fixed so the devs could open this new side of the city

10 Likes

Haha as long as it’s not too controversial, otherwise just write a simple NO and don’t engage in any form of argumentation :wink:

But well, as for the maps, the only problematic one was definitely the Normandy swamp one, as infantry spawns are too close to the hills from which tanks are normally camping from, thus blocking the guerrilla squads from dealing with them, infantry spawns should be moved further away.

gwqhehgqwhw
The APC spawn location on this map is very bad and there is no way to send the APC to another point. My suggestion is to add another spawn point in the blue cross.

5 Likes

you reminded me of something. almost all maps/caps need secondary vehicle spawn point(well those that dont have it already)

4 Likes

Suggestion to the maps of the pacific theater: territories held by japan should have more japanese flags on them, as japan put flags everywhere…

10 Likes

Bushes AI rework or removal/replacement:

I would love you to rework how ai behaves around bushes:

They can easily spray you through them and murder not just you but also your entire squad. Either make ai be way less accurate while shooting through them or replace them with something more solid like rocks or different objects.


Those bushes are very problematic with AI they always ignore them and have full line of sight

They are not protecting you against the bots and they are everywhere, it’s a false sense of security.

  • It’s not just Burma but also Ardennes/Normandy too.

Red are bushes that ai can see through:

MAP Reworks:

  • Rework this part of the map as you need to reach 2nd floor after running for too long while defenders having insane advantage.

  • This area is impossible to cross once enemy team pushes you back

  • Utilize unused parts of the map

It’d be a fun close quarters map with half being focused on infantry and then later having chance of more open spaces where vehicles could be more free.

That farm land E point should receive some new props to be easier to defend and F refined further to not be the same as other farm defending points, maybe some hole with tank that was left in there? So we could take it from different direction?

4 Likes