since many ppl are giving a full essay with many of the enlisted maps problems i will give my feedback with a few example at the end.
enlisted maps are at they worse when infantry have to cross wide open areas with lackluster cover(destructable cover or visual cover is often a major problem) , force into long range combat and there is a general lack of flanking routes, a easy to reach and safe area for tank to stay and start shelling the opponent respawm area/objetive and finally a theme that the comunity has given up is the iluminations problems that many interiors represent till the point that the comunity has just resorted to play around it.
example of those are
The Reich Chancellery and pacific caverns are the most notorius for the iluminations problems both fighting from outside vs inside and fighting inside vs inside at times.
bulge is the prime example of long range combat and open areas going wrong since plenty of times the players will get killed from tanks and planes that cant really be counter by inf and make the matches very frustating and obnoxius to play since being constally HE is not a fun experience or fair experience
the map monastery (refering to the wall objetive for the monastery) and quarry are a good example of a map lacking of flanking routes and easy to reach and safe spot for tankers benefiting a lot the side that is defending.
to solve this problems many maps would benefit by just doubling or even triple dowm the numbers/size of building and other non-destructable cover while trying to difficult as much as possible a direct line of sight from tankers inside their grayzone but still allowing a somewhat free movement, for trenches extending the deep and lengh of trenches could work but also adding a tunnel system could do wonders in some maps,
others maps like the wall of monastery would require a more specific fix like adding a tunnel that lead inside or creating another breach on the wall while making more accesible the far left and far right entrance of the walls
and finally some maps like d-day are beyond saving they would require a entire major overhaul
That why and because the maps are too small i had made a topic of have the entire campaign map as the map similar like in big action (custome games)
And therefore i suggested two playing mod like WT Arcacde and Realistic battles there is actually third one the sim but thats out of topic now so and here would be short and longbattle what we could name
->Warefare for long battles where we have no greyzone and the whole campaign map size with more objectivs
->Skirmish for short battles and thats the same what we have now only with greyzone adjusted so tanks could not fire from the ridgeline of new Georgia or that one of guadalcanal, or the hürtgen forest.
I really want some bigger maps and i guess im not the only one of it.
Oh and the older gen consoles they can load the bigger maps i was playing on BigAction maps a lot only it takes a while to be in the match. And one time the old consoles must say good by to Enlisted to do better and creamy new things for the new GEN consoles i personaly bought the ps5Pro and Enlisted runs Amazing on it what by a friend 5 slim has little lags what he didn’t realized but me yes cuz of smoothnes.
Only for PIayStation users i can just say ps4 users spare your money for the 5pro its worth it or if you have the money buy it you dont make nothing wrong i didn’t regret it to wait for 5pro. So have nice day ya all!
A: Tanks can position themselves on the hill far inside the grey zone, see and fire at everything from high above.
B: Tanks can position themselves far right inside the grey zone, protected by trees and the bridge, and can also fire at the entire open area. From this position you even have a completely clear view of the enemy tank spawn and can kill the seconds after the spawn, while having good cover yourself
Crossfire from these two positions makes it almost impossible to push the point in any meaningful way. The tanks have a clear field of fire across the entire area, and can also fire at all buildings and destroy the sandbags + rallies. Definitely a place that need to be rebalanced / redesign.
Hi guys, I’m not lost, I’m still collecting feedback and will analyze it separately, just a reminder. And we will try to take into work your wishes and your expectations.
It’s just that right now there is a lot of work in different directions, and I am very busy with this work in progress. But your thoughts will not be in vain, I will try to put in the efforts that are available to me.
UPDATE: By the way, I really liked how you described in detail what you would like to see.
Actually,
I would be happy to do a few very important things in my opinion.
I would take a step away from history, regarding locations:
I would make Stalingrad in autumn and separately in winter, with a complete rework of the atmosphere of the weather/time of day, more towards the gloominess of the atmosphere, more hopelessness maybe.
The same, regarding Moscow. I would like to make Moscow in 3 coloring and atmosphere options: winter/summer/autumn.
And completely remake the landing of Day-D, the way I want to make it, more gloomy and correct from the point of view of the gameplay, since this is one of the oldest locations, and today we use many interesting techniques in locations, and I want to use them in the d-day, but sometimes I don’t have enough time and energy to start this redesign. This is my personal opinion if you ask me.
this step towards only the color/weather content of the locations, i.e. the same Moscow summer/fall/winter, and not only at the time when the events took place.
How labor intensive would it be to make the maps vary in some other way? For example, a hole in the wall where it wasn’t on the previous map. A destroyed bridge and a pontoon built next to it, whereas on the previous one the bridge would have been fine, etc.
It would be great if it wasn’t purely about atmosphere, but if realistically the maps were a bit different in gameplay as well.
I would also like to ask if there are plans to implement a night theme in some maps?
The night theme was already in those Zombie events, and I didn’t feel like it had significantly reduced the overall visibility or so.
For as much as I dislike the Tunisia campaign. I could imagine night battles in that one in particular being quite interesting.
Maybe you would like to expand on Stalingrad a little? Especially making the winter variants of existing maps will be very easy to do considering all buildings there have their more destroyed counterparts in editor: Winter stalingrad
My only hesitation with night maps is if they bork the lighting + if they somehow screw it up so that the AI gets night vision like they get xray vision with bushes. Thematically it could be awesome, but implementation could be difficult.
But from what I remember, those shooting zombies didn’t seem particularly broken. But then again, they were pretty limited in number.
But I don’t think it would be an extremely difficult problém to solve.
I believe a simple special rule for night maps would be enough. A rule which would reduce the distance the bots are aggressive on their own compared to normal maps, mimicking the reduced vision during night.
And as I recall, a similar rule already exists. Namely, that bots at most distances are primarily targeting only other bots. And they’re only interested in a player if he’s looking at them, is close, or is making a big noise.
That’s why I suggested Tunisian maps specifically. They could start with the one that’s already been present nin zombie event.
The more open it is, the more light you can get just from moon.
It was very atmospheric, and I think it worked really well.
This would be welcome…I like the Stalingrad maps but they are too sunny and nice…Doesnt seem like an epic struggle is occuring. Just by simply changing the skybox/lighting you could work wonders
Personally I expect dark skies filled with smoke and ash…
Easy red 2, while not as graphicly impressive as Enlisted, Have created quite the atmosphere with very little. It feels right!
In the Haloween event you guys played around with some very similar skyboxes/environmental effects! Some of these are truly excellent and would make for Great Dynamic weather events. Modders such as @tommyzzm have added dynamic weather to missions…It goes in cycles…rain, fog, snow…etc etc. Maps rotate between high visibility long range, to low visibility close range all in one session.