SnowieW’s House of Maps 🗺️

Okay I’ll keep this in mind
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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

I can’t emphasize the bush issues enough. Bushes should be there for concealment but the AI instead gets X-Ray vision. It’s honestly more effective to stick bots in bushes because they get to laser beam while also being concealed.

11 Likes

Please do not edit Pacific Maps, they are fine. Instead just add new maps and frontlines.

By doing this you can then cull the number of rotations of the old maps without having to waste your time and resources editing old maps, which will allow growth in the game of new and exciting maps to explore and improve the stagnant game play

Great incentive!
This will be my first contribution, and it’s not map-specific. I want to make some appreciative acknowledgments about some changes that you’ve already done and that are welcomed (to let you know you’re on the right path).

I assume @SnowieW is the lead developer for map design. I must say you guys have done a really great job improving the objectives on old maps, but also thought through the design of the newer ones. The general rule, in my opinion, should follow the principle of the Pacific maps: enlarge the capture zone (not only horizontally but also vertically). Don’t make an open objective able to shut down with one artillery strike etc.

One example of a recent improvements:

This very old objective in Berlin is in general, horrendous, but adding hard covers like this made it somewhat bearable. I don’t like this objective at all, but at least infantry can stand on the objective without being pinned down.


’’

Another example: This is a fairly new map from the Ardennes.
This is a great way to create an otherwise open and horrible objective. This would’ve been atrocious objective without these hard concrete covers over the trenches. Now it’s a perfectly reasonable objective in my opinion.


Regarding general map improvements. I like the way you’ve been thinking about adding hard cover to open terrains around the objectives.
The addition of this certain rock formation asset is very welcome. I love to see it in a lot of maps in Seelow Heights, Berlin. It will help attackers to advance/build rally points. But it also helps defenders. Well done.




Another example is this asset that was specifically added to the Fortress map some months ago and is another perfect example of hard cover. This area is such a crucial part for defenders on this map. It was very tough to play before these covers were added.

**
Sum of sums: keep improving/experimenting with old maps:

Add hard, non-destructible covers on the objective and important areas surrounding it.

Try to make the objectives larger, like in Pacific, and thus make it harder for both sides by easyliy shelling it.

14 Likes

Rework part 2:

Normandy Dday objective C:

It’s objective is hell to capture. Left side (of the attackers) can’t be reliably used to build rally as it’s too far away and too exposed. Right side is better but also enemies can easily see you either from their spawn or bunker.

Middle part is the most exposed part with only few buildings that can be easily raided by the enemies and destroy your rallies.

Not a single way can be used to safely drive your APC they will be blown out instantly as the Tanks and planes of the high ground team have incredible advantage and can see practically everything.

Normandy house objective:

Side should get reworked as you can’t have any safe and close rally from this side, you need to always try to capture Church which make matches feel the same.

People sitting inside that home have too much of advantage. As they can easily fortify it and tank can’t lob HE shells at them (at least not without instantly blowing out).

Ditch is too unreliable and can be easily spotted even through a window. And area near tress and X mark is also way too punishing for the attacking team while defenders have plenty of safe buildings where they can spawn rallies + Trucks/APCs.

Normandy train station objective:

Open up a new path to the underground (could also be a some kind of tower) so we could have easier time from reaching objective from the flank and also build rallies there.

Give the attacking team some cover and also more of the high ground. Left/right side outside of one ditch is unusable as you have to run for too far away to the obj while also be very exposed.

5 Likes