SnowieW’s House of Maps 🗺️

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.

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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

Rework part 3:

New Georgia need a lot of work:

It has too much shallow water that only promotes campers, tanks and planes. Shacks outside of small area there don’t provide any cover for your rallies/apcs

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Rest of the area near point will not be used as you are completely exposed (my mistake yesterday was to go up with my apc)

You can’t really drive apc/uc/truck trough there unless you take over a minute to do some detour.

We really need some hard cover and removal of the shallow water at least for the most crucial parts of the map. Defenders can easily avoid it by crossing bridge or jumping from sand dune to the rock formation. They also have very nice spots to create reliable rallies with one of them (green house) being a hard cover.

Another objective:

You are fully exposed to the enemy tanks, you don’t have a high ground. I have lost so many apcs in this location because it’s so open.

You can’t really drive through different path as you will be met with a greyzone and it’s still a bad idea as they will be camping there with Tank or AT cannon on the hill behind:


There is nothing going on around that area it’s just heaven for bots, snipers and tanks.

Another objective yet again:


There should be a quick way of descending into the objective

A lot of the times you will lose that objective before you will manage to reach it or even worse while trying to build rally/drive your apc/truck.

8 Likes

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

7 Likes

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

2 Likes

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.

1 Like

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.

1 Like

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.

1 Like

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