SnowieW’s House of Maps 🗺️

good evening from Spain, I will gladly help with my own POV, so I hope I can help:

  • About Balance and Gameplay: Many maps suffer this issue, specially old ones, you can see in Kahiv Caves on Tunisia or in most of Classic Maps of Pacific like Gavutu Airfield or Aligator Creek, I would love see Train Scort back, but it’s impossible because for that we need do a whole map rework and make better AI for make it work, I did a concept about other map scenarios, but it’s not something I say it’s a priority, we must focus in the maps who are “hated” due the bottlenecks, we need also more coverage in other maps because they are too exposed…

  • About Visual and Athmosphere: I would love a real night mode, it was cool see it in Halloween with the Eclipse event, but I would work less in this and focus in bugs

  • Flaws: I reported already a few ones, but one who persists and they said “it’s fixed” but it’s a lie, it’s the mines and other “drop” items like medical crates who even in flat grounds sink and they keep hidding, another issue it’s the tanks getting stuck in trenches who should be able to climb easy or in rails, it’s a bit uhm let’s say problematic, we need more love for vehicle drivers as tanks or apcs

I appreciate the effort and I genuine wish you take notes about our posts for fix it

1 Like

Are you talking about this part of the map?


It’s just a mix of Moscow/Stalingrad old prefabs plus a couple of Rzhev buildings. I wish they would make a few more unique buildings before they would release it as a new playable map.

2 Likes

1. general
My suggestion is not about a specific vehicle but is related to desired changes to maps. Therefore, I’ll try to keep it general. Makes the maps bigger and adds landing pads and removes the airborne ammo refills.
Adds optical and indestructible ammunition depots for vehicles on the maps instead of invisible points for ammunition - looks more beautiful and realistic

2. all pacific maps
Fix the air spawns! Yes, it’s a map-based balancing factor.
On almost all pacific maps, the aircraft spawn points are swapped (same goes for the aircraft carriers).
→ your own aircraft take off from behind the enemy, and the enemy aircraft take off from behind your team, which isn’t what you’d expect. But for me, it’s a map-based balancing factor.

I agree with @EVA_Gladitor
Tanks that climb up here can see and fire on everything from above. They have a huge advantage over the defenders. Additionally, they are well protected by the dense forest.
Suggestion: Reduce the number of trees there and make the area much flatter.
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3. Berlin & Stalingrad
On the Berlin and Stalingrad maps, there are an extremely large number of structures that are indestructible.
→ for example, the streetlight poles are indestructible and often impossible for heavy tanks to bypass. There are so many small metal grids/metal struts on the streets here and there (especially in Berlin) that completely stop a tank and are simply “unbreakable.”

3 Likes

This a point for the Rezhev part




If someone that can access the editor (I can’t bc console player) want to show the era I am referring to would be appreciated

But literally this place is already modeled with the surrounding areas and buildings I am bamboozled by the fact the devs don’t utilize it for a objective pr for anything

2 Likes



Spoiler
















Most of those are just copy paste of buildings from other campaigns or highly unfinished assets.

Gray zone often removes avenues that players need to maneuever. Leading to being rail roaded into artifical Killzones/pockets.

Grayzones also stray far too close to the objective on many maps…Some closer than 50 meters away which makes it near impossible to remove troublesome rallies (This was somewhat relieved with the addition of guerillas)

Also most urban maps have far too much clutter forcing vehicles to weave through the same small avenues

8 Likes

Maps need to be bigger. Objectives need to be bigger.

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I truly love japan, but the pacific maps definitely need some reworks like this. They aren’t unsalvageable (except munda cave conquest), and look great, but some changes like this and in the general vein of what @ForlorN said would make them much more pleasant to play.

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I have two general suggestions.
First, expand greyzone area for both attackers and defenders. Both attackers and defenders need to be able to push enemy spawn points and apc within at least 75m from the objective. By 75m, I mean 75m outside the circle of the capture zone, not from the center of capture zone.
It is especially important for the attackers since currently it is way too difficult pushing multiple apcs parking next to capture points and protected by greyzone. Guerrillas can be useful in lower br, but won’t solve the issue in br5.
It also means the combat area will be expanded, giving players more tactical opportunities. The limited greyzone area unnecessarily punish attackers for attacking and sometimes force players to take a specialist squad to do the most basic thing, namely taking out enemy spawn before the attack. It is also unfair for defenders in some maps where the greyzone is literally outside the objective.

Second, standardized reforcements and spawn cost for all maps and all factions. This should not be a guessing game. Players need to know how many reinforcement they or the enemy can get for each objective. It is just insulting for the attackers to get below 100 manpower for a hard fought objective in certain maps. Same for spawn cost, everything need to be standardized.

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Add more trees variations? trees that had been shot at with tank rounds causing them to have holes or fall over, trees that were blown up by air strikes knocking them over, burnt trees or trees that still have embers in them.

Add more tank traps around the maps if they would see them in those maps.

Add more infantry fortifications like barb wire, sandbags, flipped tables, stacked chairs and bookshelves on points that are in buildings/homes if they have the space, and materials around it.

add better fortifications cover on open trench/field points like broken down tractor, old hay bales, and sandbags that are built into the trench facing the enemy spawn point.

Add stuff that would cover windows on certain areas so that you would need to axe/shoot it out so you’ll be able to use that firing position like curtains/ burnt curtains, knocked over bookshelves, barricaded windows, and shutters/ broken shutters.

Taller fortifications like sandbag firing hole, hunting watch towers, fortified tall buildings, and watch towers if the map has them.

Random usable anti tank cannons and anti air guns. Some maps have destroyed/ burnt out cannons/AA that could be used In battles.

Wider playable area around points including bigger capture points.

More longer weather affects in maps like bad rain storms, rolling in fog, sand storms, heavy winds, and snow storms causing bad visibility for vehicles and troops at long range.

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funny most requests for map rework are japanse maps…

now by seeing the comments below i can 100% understand of how insanely broken those maps are

2 Likes

the irony it’s they are far worse scenarios like in Berlin who fix a bit, but other old campaigns like Tunisia and yet they only point japan lol

This is a big one IMO. Objectives are far too small and can be pretty much covered by 1 artillery strike or 1 tank launching HE. Its an absolute slaughter.

In invasion, The first thing anyone that is cluey does on attack, is spawn in a tank, mortar, Grenade launcher, artillery or CAS and wipe out over half the team that have been forcefully spawned into a contained area.
image

The problem is two fold :

Objective size which @VoyoMayPL pointed out

And the way Respawns are handled (specifically the first spawn of the match)

  • Players have no Choice of spawn location. You either get chucked in a big pile in a confined space that every enemy can see on their HUD… Or several 100 meters away. There is no choice. (veteran players know to disperse immediently…but Bots and most casuals dont really know whats coming)
  • Pacific Airspawn planes have no Spawn Delay
  • Tanks have no spawn delay and often have LoS to the objective straight away. They probably should be held back half a minute, a bit like the planes are

The Snowballing of most matches Starts right here


I suggest adding the ability to choose from multiple spawn locations at the start of the match, hold back tank spawns for a timer, fix Pacific Airspawn lockout AND/OR simply increase the objective size and how fast it can be captured

Or in the case of airspawns…add Airfields for planes

(Myrm1dons All Nations AIR Balance and Revamp!)

6 Likes

Prime example of bad map design is mostly present in old Tunisia campaign.

From tunnel village…

…where knowing the entrances to those tunnels literally effortlessly wins games. It literally neglects all other gameplay aspects.
Plus it is really bizarre decision to put a map where players hugely benefit from their knowledge of the map into a low BR only MM queue, where quite often newbies with no map knowledge play. And thus the gap between veteran and newbie is even larger, purely due to poor map design. Completely unnecessary.
(Fixing this map is quite easily. Just place objectives outside of those holes where they currently are.)

Up to the other tunisia maps…

…where quite often ground vehicle spawns are under a pretty big hill (only for one team, not even fairly for both teams). So with tanks or APCs, for example, it takes 3x the time to get into position than usual.

Thats for Tunisia.


Then if there’s anything else I want to complain about, it’s the railroads. And similar small objects that mostly all ground vehicles get stuck on pretty nastily.

Not to mention, on several maps vehicle spawn is even right on these railroads (really fun to get stuck for a few tens of seconds right after the spawn).

Either way, collision model of similar small objects that ground vehicles have trouble with should be cut down. Or placing similar small objects should be avoided as much as it can be.
It doesn’t really add to the good game experience, rather frustration.

1 Like

Note really unfinished when you have it everywhere even on objective buildings like that’s literally the moscow default building and Stalingrad

Also like not the building I was referring to at all

One of the most difficult objectives to capture is the first point on Al Jabal Farm (south). This is because the attacking AI usually do not enter through the frontal windows of the building, but instead attempt to run through the side or back doors which are extremely exposed. The defenders also have a large hill that overlooks the attacking side’s entire portion of the map. The attackers cannot access most of this hill (except for guerrillas) because it is in the greyzone.

enlisted al jabal farm rework

To fix this we first need to allow the attackers to take control of the hill on the map. However, this will create the same problem but for the defenders in that they can be spawn camped byt he attacking team. To balance this, I have drawn (in yellow) additional buildings.

Firstly, I gave them one more small building to the north of the hill, so they have a two small buildings that they can build spawns in to go fight the attackers on the hill. I don’t want it to be too easy for the attackers to maintain control over the hill, as it gives them a very big advantage.

Secondly, I gave them more buildings behind the objective because currently there are almost no safe places to build rallies in. Now that the attackers will have the ability to control the hill (and more buildings to push from) the defenders will need better spots to put their own rallies.

For the attackers, aside from expanding their access to the hill, I added more buildings on the right side of the map so they can better use them to flank. The defenders also got their own additional buildings so both teams can play both flanks of the map as well as the middle.

As you can see these changes will make the objective much more dynamic for the attackers as well as the defenders because each side will have options to flank and gain map control, and it will reduce the overall lack of cover.

3 Likes

bots running around from the window side to get farmed drives me crazy. I try to control them to avoid it but you have to move fast to win that point.

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Saving this for later.

Going to write something up for a whole bunch of the pacific maps, after 1700 games of Japan now I know a decent handful of spots that could use some tweaking.

(Especially Gavutu)

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Yeah that one. It definitely should get some unique buildings like changing the generic churches with new ones

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A bug with maps ive seen a few times is when you park an APC next to a building against a wall the troops gets trapped in the walls. Maybe make it where troops exit only on open space of sides of the APC or giving the driver a pop up saying troop deployment on APC is obstructed.

Another bug ive seen when starting a new battle and many vehicles spawn in some of them spawns in on each other making them do some weird spazzing effect or they would spawn behind a structure/rock. Maybe tweaking the spawn points of vehicles to spawn with a fair amount of space between them near the road and making roads at the start of the battle more clear and easier to drive out of.

Railroads trapping tanks? I haven’t had it happen for a while but I had 1 tank get stuck on some railroads in a factory map when I tried to pass some destroyed tanks in a tunnel and the jumbo tank was somehow bottoming out on the rails. Maybe move them into the ground a tiny bit

Invisible/un rendered buildings on the Dday map causing planes to randomly explode in the ocean if youre flying low.

Placing sandbags on uneven terrain making the players place them at weird angles. Maybe make the sand bag clip a little bit into the terrain so they would be placed upright instead of a 45 degree angle in some cases.

Make big bushes more solid or add a thicker stem to the bushes so its harder to spray through it while keeping the medium and small bushes unaffected.