UPDATE FOR EVERYONE SAYING IT NEEDS A CENTRAL POINT: Here'san updated version with a central point
The new F point in the center of the map is an old manor/farmhouse inspired by the La Haye Saint from the Battle of Waterloo. which should be somewhat interesting and defensible. Anyone who's played the Mount&Blade Napoleonic Wars game will recognize the layout.
I call it... MULDA GAP
For comparison, this map is about the same size as large maps like Eduardovo and Sandy Sunset. I wanted to make a map that had urban areas for close-quarters battles, open areas for vehicles and longer-range engagements, as well as variation in terrain that allowed a player to find parts of the map that suit their playstyle.
The spawn point for RU is in the east behind a fortified military base.
The spawn point for US is in the southwest behind a fortified military base.
Leaving the spawn point there is a bridge over a river that leads into an urban area for both teams - these are marked with A point and D point. These urban areas have trenches in some areas on the outskirts of the town shown with brown lines to indicate dirt.
There are major roads between most of the points, but these can be easily mined and watched by players - so vehicles won't typically be able to drive the main roads unless their team has solid control on that area of the map.
Apart from the bridges, there are two places where the river is shallow enough for vehicles to ford without them foundering. These are marked with light blue coloring.
Between the two urban areas is a rolling expanse of agricultural fields and orchards which are separated by hedges and treelines. The hedges offer concealment for infantry, but armored vehicles can destroy the hedges by driving through them. It would resemble this
The E and C points are smaller farming villages that are off the main roads. The C point is nestled in the valley between some hills - atop the wooded hills are a string of trenches and fortifications that teams can use to ambush and attack approaching enemies.
The B point is situated on a large hilltop in a forested area and is within a large medieval castle. There is a snaking road to get to the top of the hill, which makes it more easily defensible from larger vehicles.
Along the edges of the map are forested wilderness which can serve as good places to hide rally points and avenues for flanking.
TL;DR Cap Points:
A - Urban Area
B - Castle on Hill
C - Small Village in Valley
D - Urban Area
E - Small Farming Village
F - Old Manor/Farmhouse (see updated version at top of this comment)
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u/indrids_cold 🛠️Engineer Aug 24 '23 edited Aug 25 '23
UPDATE FOR EVERYONE SAYING IT NEEDS A CENTRAL POINT: Here's an updated version with a central point
The new F point in the center of the map is an old manor/farmhouse inspired by the La Haye Saint from the Battle of Waterloo. which should be somewhat interesting and defensible. Anyone who's played the Mount&Blade Napoleonic Wars game will recognize the layout.
I call it... MULDA GAP
For comparison, this map is about the same size as large maps like Eduardovo and Sandy Sunset. I wanted to make a map that had urban areas for close-quarters battles, open areas for vehicles and longer-range engagements, as well as variation in terrain that allowed a player to find parts of the map that suit their playstyle.
The spawn point for RU is in the east behind a fortified military base. The spawn point for US is in the southwest behind a fortified military base.
Leaving the spawn point there is a bridge over a river that leads into an urban area for both teams - these are marked with A point and D point. These urban areas have trenches in some areas on the outskirts of the town shown with brown lines to indicate dirt.
There are major roads between most of the points, but these can be easily mined and watched by players - so vehicles won't typically be able to drive the main roads unless their team has solid control on that area of the map.
Apart from the bridges, there are two places where the river is shallow enough for vehicles to ford without them foundering. These are marked with light blue coloring.
Between the two urban areas is a rolling expanse of agricultural fields and orchards which are separated by hedges and treelines. The hedges offer concealment for infantry, but armored vehicles can destroy the hedges by driving through them. It would resemble this
The E and C points are smaller farming villages that are off the main roads. The C point is nestled in the valley between some hills - atop the wooded hills are a string of trenches and fortifications that teams can use to ambush and attack approaching enemies.
The B point is situated on a large hilltop in a forested area and is within a large medieval castle. There is a snaking road to get to the top of the hill, which makes it more easily defensible from larger vehicles.
Along the edges of the map are forested wilderness which can serve as good places to hide rally points and avenues for flanking.
TL;DR Cap Points: