SnowieW’s House of Maps 🗺️

Agreed! And make weapons mountable on all windows, car bonnets etc. I know that’s maybe a separate issue but Id argue it does apply especially to certain maps.

2 Likes

Even HLL has that and Enlisted is better than Hell let loose it whould be really cool if at least the first wave comes with this Amphibious troop transport boats to the shore😊

nice one =(

Wouldn’t be so bad if mounting didn’t lodge your barrel inside the sandbag

7 Likes

we will try to recheck such sandbags with updated character metrics

8 Likes

should be noted that this is most (or alot) window sills aswell :+1:

5 Likes

happens at the shooting range as well with any gun that doesn’t have a bipod if you go to the spot where theres a few guns laying on the ground

1 Like

Yea the issue is for non bipoded weapon it gets into the object compared to guns with bipod they stand a bit higher from the object

1 Like

it is especially bad for no Bipods yes. But I still find even ones with bipods can get stuck in certain windows (ones with a wooden frame on the sill, especially Normandy)

You can see how low the ZB 26 is mounting here quite clearly:


You can see the barrel was inside the frame

Also There are a fair Few MGS that have the Bipod in folded position that don’t actually get deployed, so your gun is mounted much lower than it should be… (See Lathi Above)

Undeployed/Deployed


On the Practice range even a MG 42/45 with Extended Bipod sits very low compared to what it should (but at least its not firing into the wood and giving you a lower profile)

you can see the barrel is pretty much resting on the wood, not the bipod


Sandbags usually are okay for Bipods…I usually build one to make sure bipod has best chance of working. (but that requires an engineer and time)

7 Likes

Berlin maps, seem to have trees, lampposts and but rubble on the street which actually act like magnets, so your gun sight cross hair (pen indicator) in a tank is not where you point it.

Magnetic trees and lampposts should be fixed, I can see enemy tank, but if they hide bide lamppost the shell hit that and it would be ok if it actually destroyed it, but it doesn’t…

Video on this post:
https://forum.enlisted.net/en/t/please-stop-tank-sights-at-guns-sticking-to-trees-and-other-obstacles/149206/12k

I love and hate Tractor Plant. It is so close to being a great map, but the nunber of and proxinity of the cluster of buildings in it make defense impossible.

I believe a great solution would be a two-fold change.

  1. Remove a row or two of buildings to give defenders a chance to slow attackers before they enter CQB. Ideally, it would be on side or the other. Not a giant 50m stretch of no cover, but an alternating section. Loke the left side buildings are gone, but not the right ones. This gives attackers cover, and defenders get to narrow an otherwise cluster fudge front to a 50m wide stretch and not 100m with two floors. A mildly competent team can steam roll defenders otherwise. (Plus theres nearly total protection from artillery, tanks, and aircraft)

  2. Remove a middle capture point and move it beyond the factories to an open defense location 100m back. This preventa a total blitz where attackers are only 30m from the next objective when the capture one.

For a very small data sample, I wrote down my results on the map after 50 matches (25 def, 25 attack)

On defense I won 8 out of 25, on attack I won 24. Thats very telling, and all 8 defensive wins were with my four stack and all were down to the wire and even then we only won because the enemy team started disconnecting.

The window railings for the buildings in normandy somewhere with the recent updates have now became impossible to vault

When traversing these builds as cover and even the ones centered in objectives this becomes an extreme annoyance and funnels you into the front door… it is a crucial part that cannot be ignored

They worked and then they didn’t… don’t know how else to put it

2 Likes

I am a little frustrated with placing a lot of sandbags just to give a pleasant shooting experience.
Even if every object (not just sandbags) is taken care of in such a way that, individually, they are placed in a way that they could be in real life, I believe that if there are too many of them as a whole, they can cause a breakdown in the atmosphere. Because of the presence of AI soldiers, there are many objects (including sandbags) that need to be placed as obstacles, even if kept to a minimum. So, I would like to see only those objects on the map that would cause game balance problems without them and those that are essential to creating an atmosphere. The D-Day map in particular made me think of this, but since I don’t have any screenshots from there, here is one from the Seelow highlands. (The task of placing sandbags on the bridge should be left to the players.)

My map suggestions:

Upgrade some open maps such as Hurtgen Forrest and some Tunesia maps. Not Moscow maps, because they often have trees, trenches and hilly terain.
For high BR the amound of cover should be increased even more. Especially Hurtgen forrest should be improved.

New maps:
I do not care how you make the map, I just want to see Japanese VS Soviets. Manchuria plzzzzzz

1 Like

Hello Guys, I will be doing a series of all High BR Battlefronts Map Change Suggestions/Point Issues.
I will be using Screenshots with drawings on them to highlight certain issues.

This will be the following Legend for the drawings:
Green - Destructible Objects
Red - Indestructible Objects
Yellow - Point of Interest
Blue - Infantry Spawn
Orange - Objective

The Second in the series is Normandy (America’s HE Spam Paradise) (Not Ardeneese Forest)

Ruins of Vaux


Ruins of Vaux is HE heaven for both planes and tanks, the ability to splash HE on the tip of all the rubble scattered everything, causing a massive shrapnel radius, allowing you to clear squads most of the time.

This map is also notorious for how awful the resupply positions are placed in clear view of the Object. As you can clearly see from the highlighted Yellow with the same alphabet as the highlighted Orange objectives. By having resupply points in clear view of points, allows tanks to freely just spam HE or Rockets (Esp for America) without the worry of needing to fall back a distance to resupply and then get back to the frontlines.

Swamp Behind Ruins of Vaux


This Map just have no cover. The water slows down your Soldiers to the point where it is so easy to just get sniped from afar, thus, making players avoid the water on this map which usually takes up 50% of the map. Tank spawns in this map also have clear view to opposing side tank spawns. They also have view of the point and behind the point. This whole area of map literally have no hard cover at all apart from the key building infrastructures that are the objective. Allowing HE spam to be very impactful for this map. Thus, making this map just dependent on who has the better plane and tank players.

Cheatu De something (I ain’t french)

Like most Normandy maps, more open fields with just bushes as “cover”. The main Cheatu Building which has the objective that is mainly just controlled by tanks. The side closer to the forest has more bias because there are rooms that are hidden away from the main hall that is part of the Objective, thus, protected from HE Spam. There can’t be much said here because it is just an open shithole.

Between Cheatu & Ruins


I am running out of things to say, just at a lost for words even when reviewing this because of the lack of cover. U can see from the lack of colour on this. But again, tanks have an overview of objective and all around it.

Not Utah Beach, idk the other one


This beach is longer than D-Day beach… So more open ground to cover to get to the point. Tanks on the defender side have an elevated view into see all over the beach. Belgian gates are not cover for the Beach, instead having more extremity in the elevation and depression on the beach as cover would be good.

Le Bre, Farm Side

Hello Guys, I will be doing a series of all High BR Battlefronts Map Change Suggestions/Point Issues.
I will be using Screenshots with drawings on them to highlight certain issues.

This will be the following Legend for the drawings:
Green - Destructible Objects
Red - Indestructible Objects
Yellow - Point of Interest
Blue - Infantry Spawn
Orange - Objective

The Second in the series is Normandy (America’s HE Spam Paradise)

Ruins of Vaux


Ruins of Vaux is HE heaven for both planes and tanks, the ability to splash HE on the tip of all the rubble scattered everything, causing a massive shrapnel radius, allowing you to clear squads most of the time.

This map is also notorious for how awful the resupply positions are placed in clear view of the Object. As you can clearly see from the highlighted Yellow with the same alphabet as the highlighted Orange objectives. By having resupply points in clear view of points, allows tanks to freely just spam HE or Rockets (Esp for America) without the worry of needing to fall back a distance to resupply and then get back to the frontlines.

Swamp Behind Ruins of Vaux


This Map just have no cover. The water slows down your Soldiers to the point where it is so easy to just get sniped from afar, thus, making players avoid the water on this map which usually takes up 50% of the map. Tank spawns in this map also have clear view to opposing side tank spawns. They also have view of the point and behind the point. This whole area of map literally have no hard cover at all apart from the key building infrastructures that are the objective. Allowing HE spam to be very impactful for this map. Thus, making this map just dependent on who has the better plane and tank players.

Cheatu De something (I ain’t french)

Like most Normandy maps, more open fields with just bushes as “cover”. The main Cheatu Building which has the objective that is mainly just controlled by tanks. The side closer to the forest has more bias because there are rooms that are hidden away from the main hall that is part of the Objective, thus, protected from HE Spam. There can’t be much said here because it is just an open shithole.

Between Cheatu & Ruins


I am running out of things to say, just at a lost for words even when reviewing this because of the lack of cover. U can see from the lack of colour on this. But again, tanks have an overview of objective and all around it.

Not Utah Beach, idk the other one


This beach is longer than D-Day beach… So more open ground to cover to get to the point. Tanks on the defender side have an elevated view into see all over the beach. Belgian gates are not cover for the Beach, instead having more extremity in the elevation and depression on the beach as cover would be good.

Le Bre, Farm Side

Le Bre is by far the most balanced map for Normandy. Both a mixture of Cover and Openness. Only issue with this map is that it is more “top side” biased (For Conquest). Trench point with better-positioned buildings near the spawn for the town on the right.

Regarding Le Bre, if the height of walls and Sandbags is revised. It will definitely aid in cover/firing positions.

Between Le Bre East and West


This area is open point, but slightly relieved by the fact that the points are near buildings. However, when taking the 3rd Objective highlighted in Orange(A). It can be very difficult because of the complete lack of cover from small arms fire or even HE.

The right side of the map has a very constricted greyzone, aided by the fact that there is also no tree/bushes to aid as “cover”.

Le Bre East or West (Conquest Point C)


The last issue that I have with Le Bre is on Conquest, Point C.

The infantry spawn in the north is inside a sandbag bunker that can be destroyed, with any explosives, making the infantry spawn literally exposed. I suggest just moving the spawn slightly further back so they aren’t out in the open.

That is all the issues I have with Le Bre.

Ill be continuing to edit this because I know I have not finished Normandy (Air Field, Farm side, City side,Steel Mill), but been struggling to find time to sit down and finish this. I hope me doing all this really will point out the main issues of the maps in this game. And something is done about tackling the issues, and that my time isn’t wasted doing this.

8 Likes



found a little hole in the textures

4 Likes

they are a few still in the shitty kahiv caves who are still without fix since they add in tunisia for what I hear lol

2 Likes

another suggestion

image

3 Likes

my last suggestion for the week

image

3 Likes

both them were forwarded to gamedesigners, but will also included in the future analytics

7 Likes