SnowieW’s House of Maps 🗺️

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.

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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.

Thank you for your post.

I guess Ill start by once again praising the devs for their excellent work on map aesthetics. Tunisia, Pacific and the Burma map for example are all really nice maps with lots of details. Also the rural Germany ‘Berlin’ maps like river crossing.

Ive said it a few times now Ive been to the Solomon Islands, Ive been to Munda, swam in those waters and yeah big thumbs up to the devs in capturing the beach, coral, trees and so forth.

HOWEVER

While aesthetically pleasing maps are very important, thats irrelevant if the gameplay is crap. Unfortunately there are many Enlisted maps that suck for a computer game FPS leaving one wondering if any devs actually played the map for themselves.

Now in regards to specific flaws some of my learned friends here are more familiar with the exact specifics of maps like rock placement or whatnot.

Reverse D Day
I will start with Reverse D Day. NO ONE likes that map. Its no good for vehicles, biased towards defenders, the whole premise of a reverse d day is just silly, its difficult to take the bunkers, objectives squashed up against each other while being sniped from all sides, most of all for me is the fact its D Day yet the whole map is fictional.

Solution: I know you requested dont just say delete it but I really dont see how that map can be saved, or indeed why it should be saved.
I would argue get rid of it
BUT
Replace it with an accurate Juno or Sword beach.

For instance we’ve all seen this picture many times.
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Apparently this was the first newsreel footage the world saw of the Normandy landings, led by my Commonwealth brothers the Canadians. :slight_smile:
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image

The whole Omaha beach thing is been waaayyy over done in games. I argue that we should give some recognition to the British and Canadians.
But also as we see here the maps would be more interesting and unique with flatter land, buildings to take or defend and the ability to extend the map into urban warfare behind, or fields, like real life.

Theres plenty of information on the internet out there the devs could use to make a really cool and as I said unique map for a WWII FPS.

Burma:
Overall awesome map love it.

However,
That hotel objective needs to be reworked considerably. As a building I think its awesome, really cool model. But we are basically fighting in a sky scraper where half the floors are blocked off and neither side can control it very well because theres always someone really high up or on ground level.

My solution would be make the building shorter, or put the objective somewhere else and just let snipers use the hotel if they wish.

Secondly, the last objective the garden or bell. As usual, aesthetically its beautiful and cool. But this is a war game. As an objective its terrible. It doesnt make much sense and youre usually left huddling around the bell.
Solution: I think the park needs a considerable rework so the focus isnt on the bell. Maybe move some of the trees away a bit and open it up more like a courtyard, perhaps a rotundra or mini temple in the middle as an objective?
If theres any players here from Burma or Thailand/other parts of SE Asia Id call on you to give suggestions for a better objective based on SE Asian gardens.

Furthermore WE NEED MORE BURMA MAPS. We had a whole ‘Tigers of Burma’ update, yet only one map.
I would like to see the Battle of Admin Box, a real battle, and please can we have a proper jungle warfare map?

If you dont want to make Burma then please make New Guinea and the Kokoda Track. It is very important to Australia but also Pacific War history as our boys were the first Allied army to beat the Japanese on land.
Specifically for gaming I think Kokoda would be a really good FPS focused (rather than vehicles) map with proper jungle fighting and hilly terrain.

Tunisia:
Khalif caves: I will always maintain that map just shouldnt exist. As far as specifics well you spawn as a defender and have to climb out of the caves under fire to take positions. Attackers meanwhile have to try and climb down into the caves which is almost impossible. Its not good for vehicles and just not what we want from a desert war map.
If you want cave warfare I think the caves in some of the pacific maps are done really well and are far more appropriate (the Japanese were very famous for their use of caves and tunnels)

Tunisian maps look nice but have a lot of issues. Ill leave it to my fellow players to give specifics for each map.

But my concern at the moment is we’ve had the same Tunisia maps since Tunisia was first added to the game.
I am also very disappointed that the entire desert war is limited to just Tunisia, and all generic fictional desert maps at that.

Solution:
Add Tobruk, El Alamein, Cairo, Tunis, Syria-Lebanon campaign.
Hell Let Loose has proved that Tobruk and El Alamein can work as good maps in an FPS.
Both are very famous and important battles in WWII.
We have an Italian Tobruk squad. Tobruk is an oppurtunity for Australian, New Zealand, British Indian, Free Polish and Free Czech uniforms as well.
I would encourage the devs to read up on the desert war, look at what Hell Let Loose has done, and get back to us.

I will end my post here, there’s plenty more to talk about. Some of the Normandy maps the objectives are way too close together.
Other maps like Airfield, Steel Mill, Powerplant, theyre just not fun. I cant really give you specifics they just arent enjoyable.

I will say overall Id like to see more real battles rather than generic geographic locations. We had entire campaigns dedicated to specifically Berlin or Stalingrad for example.
But then as Ive said the desert war and the Pacific have been reduced to generic desert and Pacific island map which isnt as fun as specific locations where the objectives are based on real buildings and so forth.

So yeah talk to the playerbase, read up on WWII and come back to us with actual locations. The devs have proved they can make really cool looking maps, I think they will be even better when they are grounded in realism rather than a copy paste of existing assets.

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I think we should consider improving the hotels on the map of Myanmar, because if you want to occupy it, you need to walk to the top floor of the room to achieve your goal, which is obviously unreasonable. In conquest and invasion modes, the other side always gains a certain advantage.

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give cap protection like in confrontation for invasion also. some times attackers are on next cap point in seconds after previous one was captured and defenders have almost no chance of defending it.

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General things to be updated across every map:

  1. The trenches found on the “Mountain Pass” Map are really cool, and actually have standing positions to properly shoot out of the trench from. This is an integral part of all trenches and trench warfare, so I would suggest adding the wooden ramp steps to trenches on EVERY map, making trenches more impactful since you can actually use them to shoot at enemies instead of just to move around in.

  2. Bushes on all the maps need to become a solid object, at the minimum a solid object for AI soldiers. It is one of the most frustrating things in the entire game to get constantly shot at by AI soliders through foliage that neither of you can see through, but the AI doesnt “see” the foliage and just guns you down across the map.

  3. Visual clarity is a very important part of first-person shooters.
    The snow and fog effects need to be adjusted or removed, they cause many issues in visibility that create one-sided and unenjoyable affairs. One map I despise playing on, but is generally not that bad, is Fortified District. I HATE not being able to see the enemies shooting at me (AI, or just MGs spraying into the fog) as well as granting too much cover to vehicles or weapon emplacements. I would either:

  • massively increase how much the fog restricts view, with clear indicators for when the fog will fade and arrive

  • massively decrease how much the fog restrics view, with clear indicators for when the fog will fade and arrive

  • or, just delete the fog entirely if it cannot be adjusted well enough to give satisfying gameplay

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Hi guys, I would like to point out a couple of things first.

Yesterday was already quite late for me and I was already without the strength to react.

I rarely reply on the English forum, simply because I don’t have enough time for everything. But I try to read you regularly, including the feedback that CMs provide us. And the last big changes in the maps and related AI movement were made on the basis of collective feedback from players.

I would like to separately mention the helpers, alpha testers and CMs, who greatly help us mapmakers in creating comfort and improvements for you players.

I will spend another couple of days collecting your feedback for analysis. Then I will study everything in detail, make my analytical plan, on the expected and most expected changes in the game. And we will present the most feasible changes for problematic parts to the management. Because we also already have an agreed work plan, and also the changes that we ourselves want to make. Therefore, a huge request, do not expect that we will implement everything right away tomorrow, no matter how much I would like it.

But those who have communicated with me before in topics mostly on the ru-forum know that I am still trying to change the situation for the better. And I really read and listen to you, I hope the volume of changes in the latest patches shows this. But I will still need time to analyze and outline a work plan for us - map makers and designers.

By the way, a small addition, we are currently working on fixing the problem with AI, which shoots through bushes and grass, this was very noticeable in the last update of Seelow Heights. And we are currently fixing this situation.

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I think it may be useful to focus on a specific campaign or set of maps at a time
This topic is very broad, and man I do want to talk about every single map. But it will be hard to cover such a large number of maps without focusing mainly on the things that need to be improved, it will be difficult to cover things that maps do well and should be replicated in other maps.

Maybe week by week, a new thread can be created with a focus on specific map or campaign, making it easier to gather focused feedback as well as gaining a larger spectrum of opinions on the same maps.

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I’m sorry that I won’t be able to be as clear and thurough as the guys providing the very fine and detailed images, so I’ll just have to explain my concern as best as I can:

There needs to be something done about the moving red spawn protection circle that kills guerrilla being inside them. Because a lot of the time tanks are parked there in the greyzone, inside the red circles, shooting directly into the objective. I don’t think this should be possible. Please consider adding cover to such places to block line of sight or line of fire to the point.

Maps where I’ve noticed this are Guadalcanal Coast West (where tanks can bark on the hill, on top of infantry spawn areas), and that one Airfield map for Germany-US (direct line of fire on a point, with friendly infantry spawning right on top of them). There are likely more that I’m not thinking of right now, if other people would like to chime in.

The cover also can’t be just some rocks or bushes or whatever, tanks can be very tall, and therefor able to shoot over them. I’d recomend raising hills or adding buildings in the way, something you won’t be able to look over.


I hope this was somewhat clear.

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Pacific should definitely be the focus along with those nasty bushes that give AI superpowers. Then they can focus on Normandy and other campaigns.

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The indoor office areas of tractor plant are really cool and could make for some very unique cqc gameplay

It would be cool to have more pacific maps. Iwo Jima would be awesome!

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Make bots utilize the windows more for entering building/structure. Most of the time bots get into the building only via main entrance which is bottlenecked and easily get camped.

Example

  • One of the capture point in Rzhev map is a damaged Church. One team has to go to the church at the side that players can enter through windows but bots will not and only use the side entrances, while the opposite team has a clear way enter to the Church.
  • Tunisia maps which one team has to enter the building from its back side (no doors, player can get into via windows but bot will enter via doors which are on the opponent side), the opposite team can enter to the building from its front side (has doors, bots doesn’t need to get around to enter the building).
  • Stalingrad map, Univermag and Moscow Manor, Assault mode. One team enter the building from a side that has plenty of large windows but bots will use only the side entrances, the other side has one door and a destroyed wall that the opposite team can directly entered from spawn point.
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or tarawa, perhaps more burma scenarios or even manchuria areas

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