Map 27
THE DALES
A shallow sloping river valley with hamlets interspersed between rock walled farm plots, buildings, and out buildings. Rise over run of slope (from elevation +0 to +3) @ 20-25% (approx 11-13*)
Possible cap/spawn spots: K3, A7 or A1, K0
suggested terrain appearances: HERE, HERE, HERE, HERE, HERE, HERE, HERE, HERE

Map 26
HIGHWAY REWORK?
From This Thread discussion.
malize, on Feb 06 2013 - 19:05, said:
If Highway looked like this would it help?




Map 25
MONSOON CITY
Inspired by Player Ideas submitted HERE.
A rainy weather (winter monsoon) map of a river town in south-east asia bisected by a river with three bridges (RR @ E1, a low older metal bridge and a newer high concrete bridge @ G9) and a shallow rock strewn fording point (D5) -- a muddy ford crossing @ G7 crosses to a small river island. Unique features are three wrecked tanks, two Type 59's @ F9 and an M48 @ H9, a small port @ G0, perhaps with some higgins boats pulled up on shore. Temples @ A/B 4/5. Swampy areas have muddy streams passing through them. Rice Paddies as marked, swampy type terrain see suggested pics below.
suggested possible cap circles/spawns @ B2 and J8
suggested terrain appearances: HERE (overview), HERE(streams), HERE (temple), HERE (temple), HERE (rice), HERE(rice), HERE (rice), HERE (port), HERE (port), HERE (bridge view)

Map 24
DRAGON RIDGE REWORK posted in THIS THREAD
Quote
Disclaimer: I have no real problem with the existing DR map, this is not a rant or whine, but having read many of the hate threads re: DR, I decided to give a thought to how this map could be reworked while keeping the flavor of the Dragon Back Ridges of China.
The below suggestion of Dragon Ridge rework preserves the concept of the map but places more of the real estate into play.
The below red lines/numbers show the rough elevation / contour changes. The central ridge concept is present, however neither team begins on the ridge itself. There are three ascent/descent paths from the ridge top, these roughly being one towards both of the cap/spawns and one towards the river.

The cap/spawns could be relocated roughly anyplace along their respective north (or south) road. Indeed a good solution for this map could be to break up the spawns ala "Westfield"; where the heavies/arties could spawn as far "east" as possible along the road and the mediums/lights as far west, or things of that nature, etc.
Example Spawns-

New addition: "Elephant Trunk" passage, another feature from the same region of China as Dragon Ridge.

The below suggestion of Dragon Ridge rework preserves the concept of the map but places more of the real estate into play.
The below red lines/numbers show the rough elevation / contour changes. The central ridge concept is present, however neither team begins on the ridge itself. There are three ascent/descent paths from the ridge top, these roughly being one towards both of the cap/spawns and one towards the river.

The cap/spawns could be relocated roughly anyplace along their respective north (or south) road. Indeed a good solution for this map could be to break up the spawns ala "Westfield"; where the heavies/arties could spawn as far "east" as possible along the road and the mediums/lights as far west, or things of that nature, etc.
Example Spawns-

New addition: "Elephant Trunk" passage, another feature from the same region of China as Dragon Ridge.

Map 23
LAAGER WOLFSTEIN
Dense to light forested and hilly region with a complex road net, terrain palette as "Redshire"
Team I -
Standard Spawn @ G2 Cap @ G2
Encounter Spawn @ G2, Cap @ E6
Assault Spawn @ B1, Defense Cap @ B1
Team II-
Standard Spawn @ C0, Cap @ C0
Encounter Spawn @ C0, Cap @ E6
Assault Spawn @ K9, Defense Cap @ K9

Map 22
MUNTWALD
A mountainous region map with a river running through it and various alpine hamlets and villages. Unique features of this map are the tunnels and overpasses. Two tunnels, a highway tunnel at H/J 5 and B/C 6; and a RR tunnel at E7, over passes at H5/6 and K6, G7.
Team I -
Standard Spawn @ G/H9, Cap @ A9
Encounter Spawn @ G/H9, Cap @ A5/6
Assault Spawn @ C9, Defense Cap @ D9
Team II-
Standard Spawn @ H3/4, Cap @ A2
Encounter Spawn @ H3/4, Cap @ A5/6
Assault Spawn @ H3/4, Capture Cap @ D9
Terrain Examples: HERE, HERE, HERE, HERE, HERE, HERE, HERE, HERE, HERE, HERE, HERE, HERE, and HERE

Map 21
AURORA
A WINTER EVENING map of a heavily forested land-o-lakes region, potentially with an aurora in the darkening sky. Unique features would be patches of ice on land and water, those on the lakes marked with purple would be passible by "light" tanks but "heavy" tanks would break the ice and fall through to potentially drowning depth. A single dirt road bisects the map east to west.
Team I -
Standard Spawn @ D0, Cap @ D0
Encounter Spawn @ D0, Cap @ J6
Assault Spawn @ G/H0, Defense Cap @ J0
Team II-
Standard Spawn @ G1, Cap @ G1
Encounter Spawn @ G1, Cap @ J6
Assault Spawn @ B3, Defense Cap @ A1/2
Suggested Terrain Examples- HERE, HERE (Ice), HERE, and HERE(mood/feel).

Map 20
SNAIL RIVER
An asian map using the same terrain palette as Dragon Ridge, featuring patches of thicker trees on the hill/mountainsides. Snail River features an asian town/village, surrounded by fields in an elevated mountain river valley. There are two main valleys, one starting from the west at E1 and heading north-east, climing to D3; the other starting at E0 and rising to the south-west at G6. There are back trails heading up steeper grades, north from E0 and south from E1.
Team I -
Standard Spawn @ E0, Cap @ F9
Encounter Spawn @ E0, Cap @ G5
Assault Spawn @ E0, F/G8, H5, Cap @ D5/6
Team II-
Standard Spawn @ E1, Cap @ D3
Encounter Spawn @ E1, Cap @ G5
Defense Spawn @ C4, Cap @ D5/6

Map 19
HYDROFALLS
Near East / Mediterranean setting, base level elevation as El Halluf hills (mostly bare, scrub and rock) the elevated areas having fields and orchards in a Province type setting, but more lush. Buildings at the base elevation (village around K7) are middle eastern as per the El Halluf pallet, including mosque marked "M." In addition the village has the remains of a colonial mandate police fort where the standard battle Team I cap circle is located within.
At B3 is the exit point of a canal "C" channeling water from another source and dumping into the river below through a hydroelectric dam/falls "A" - a mix of European power/industrial structures and middle eastern buildings are around this location and serve as the encounter battle objective. A metal RR bridge and modern stone road bridge straddle the hydropower stations above and below stream, while further downstream are the remains of an ancient bridge that has long since collapsed. The river that snakes across the top half of the map is lined with thick brush and trees, it's bed contained for much of it's on-map length within a steep-sided chasm and deep enough to drown most tanks that tarry to long within it. The base to 10m elevation from the 2 to the 0 columns is basically escarpment type rise with natural ramps at the road accesses (J3 & J6,) but an easier transition in the 1 column/off map to west side. The 10m to 20m and 20m to 30m elevations are smoother transitions as well.
Team I cap circle @ K8, standard battle spawn @ K3, encounter mode spawn @ K3. Team II cap circle @ A3, standard battle spawn @ A/B 7, encounter mode spawn @ B0.

Map 18
BUTTE PASS
Teams start opposite each other across a large desert butte, two routes exist to get to one another's cap circles in standard battle: over the butte or around it.
Encounter mode would have one of three possible encounter cap circles selected by dev. Assault mode would have Team I defending vs. Team II.
Suggested Terrain image examples: Here and Here

Map 17
THE POINT
Teams spawn at opposite villages, in a standard battle the two teams would defend their respective crossroads while attempting to take the opponent's crossroads...in encounter mode the two teams would attempt to secure the AF before the other team.
In assault mode the AF would be the defense and spawn, the offense would utilize the Team I spawn and cap circle and Team II spawn as spawn locations.
Terrain is pacific islands, example - HERE

Map 16
ST LAURENT SUR MER
Map based on actual D-Day beach map provided to soldiers/sailors,etc. who landed. Both teams start offshore in low-tide fordable surf amongst beached LST's, LCI(L)'s and Higgins Boats landing craft...from there they can choose to engage across the surf and/or move over sandbars and through breaks in the beach obstacles to pass through the indestructible seawall at one of two openings where streams pass through it. Having gained solid ground the teams can move to secure their respective cap circles which are located equidistant and somewhat encased in hedgerow. Between the two cap circles along somewhat higher ground is the titular village of St Laurent sur Mer. 'Beach Obstacles and Sea Wall are indestructable, Hedgerows destructable by heavies only.'
ENCOUNTER MODE centered on A6 x-roads
ASSAULT MODE with the attackers spawning at the south side of the three beach breaches by the LST's, the defenders spawning at the two cap circles marked, the cap circle for defense would be located as Encounter Mode.

Map 15
GAUMESNIL CASTLE
Operation Totalize -- Wittmann's last battlefield along the French N158 south of Caen, his destroyed Tiger @ E6. Gaumesnil Castle @ F5. Terrain and contours exact 1:1 to RL and as close as possible to the aerial imagery available of the actual battlefield layout. Teams start at opposite ends of the N158, their respective cap circles are to each side of the rise that the castle sits on; surrounded by orchards, stands of trees, and brush defenders who "camp" near their cap circle are just as likely to reveal themselves to enemy arty through downed trees as they are to successfully hide. Hedgerows: breakable only by Heavy Tanks.
ENCOUNTER MODE centered between Whitman's tank and Castle
ASSAULT MODE with the cap circle as Encounter and having the Defenders spawn along the N158 spawn points and new cap circle, the attackers spawn in the two cap circles (making an assault from both sides possible)\

Map 14
VILLERS-BOCAGE
The battlefield of Villers-Bocage with part of the aftermath of Michael Wittmann's purported rampage of June 13, 1944 --- Wittmann's abandoned Tiger @ D5 provides the focal point for Team II's cap circle while the knocked out Sherman OP of Maj Dennis Wells (K Battery, 5th RHA) is the focal point for Team I's cap circle. Hedgerows: breakable only by Heavy Tanks.
ENCOUNTER MODE centered between the two marked cap circles.
ASSAULT MODE with defenders possible at E1 and F0

Map 13
CHATEAU DE MANNEVILLE
Operation Goodwood - the battlefield just outside Cagny, France (where Hans von Luck had the controversial gunpoint encounter with a Luftwaffe Flak Gun officer) the location where Lt. Gorman of the Irish Guards equally controversial ramming kill of a King Tiger...and the destruction of 9 Shermans in the field by a troop of Tigers (costing 2 Tigers)...all this is encompassed within an area that is roughly to proper scale. (Gorman @ K6, Tigers vs. Shermans @ D3...5 additional Tigers wrecked around D9 by earlier bombing as shown by Allied aerial imagery. Abandoned German gun positions at La Prieure Farm (A1) and just outside Cagny at the K1 map edge. The titular chateau is at A7, and the outskirts of the village of Emieville in the SE corner of the map.) Hedgerows: breakable only by Heavy Tanks.
ENCOUNTER MODE centered on the Chateau (A6-ish)
ASSAULT MODE: cap circle as Encounter Mode, defenders spawn in marked cap circles, attackers in the south spawn locations.

Map 12
ASAL UTTAR
Battlefield of the 1965 Indo-Pakistani War, Pattons vs. Centurions. Primary feature are numerous ripe <strong>sugar cane fields which can easily hide armor -- these cane fields were the defining attribute of the Indian defensive victory here where they hid their Centurions to ambush the Pakistani Patton tanks. Features pre-colonial ruins of a small fort or temple. The north bank of the canal has a gentler and lower slope than the south bank.

Map 11
TOPATCHAU
Reduced scale version of the island of Saipan -- the massive bulk of Mt Topatchau dominates the center of the map, separating the two otherwise close cap circles.
ASSAULT MODE candidate: objective at J0, defender spawns D9/K9/J7...attacker spawns A7/H2/K2

Map 10
TRACTOR FACTORY
The famous Tractor Factory of Stalingrad -- from aerial imagery, fairly close to 1:1 scale IIRC. Some of the massive factory buildings would be fought in, their roofs "artillery proof" -- Ensk on steroids.
ENCOUNTER MODE with cap in center of map on rail between the two main factory buildings -- F6-ish
ASSAULT MODE: Attackers spawn on west side of map A1/F1/K1, Defenders opposite at A0/F0/K0, Cap Circle at E0

Map 9
TIERGARTEN
A take on the Tiergarten and Reichstag battleground of Berlin, 1945. Concept is dense urban to north and south with a park belt between, possibly with some buildings for cover along a side.
ENCOUNTER MODE centered on F & G bounder in the 0 column and moving the Team I start location to the Team II cap circle.
ASSAULT MODE: cap circle at D9, defenders spawn D9/E9/F9, Attackers A&B3 xrds/F1/K1

Map 8
KHALKHIN GOL
Part of the 1939 Soviet-Japanese battleground. Much reduced scale. El Halluf + Westfield + Karelia
ASSAULT MODE: as laid out, either cap circle as objective

Map 7
CAUSEWAY
The Walcheren Causeway made famous by the Calgary Highlanders -- the two cap circles are next to each other, but your enemies is on the nearer side of the mass of impassable craters in the middle of the causeway. Marshland with concealing high grass and occasional trees mostly fill the south side of the causeway.
ENCOUNTER MODE: centered on the craters

Map 6
THE ROAD
Inspired by the 24-zigs region of the Burma Road in China.
Assault Mode: Objective at A6, defender spawns A6 & B0, attacker spawns B1 &; K7
EDIT: REPLACE "GOAT PATH" with a version of the Guoliang Cliff Tunnel Road, allowing for a size/dimension restriction on vehicles that pass into it.



Map 5
HILL 235
Korean War -- the 5Y road between Choksong in the north and Solma-ri in the south. Hill 235 (Gloster Hill) @ K4.
This map is featured in a player render post HERE.
From that thread -- render overview:

Assault Mode as laid out for either cap circle -- OR -- objective at K4 (Gloster Hill), defender spawns K8, attacker spawns A3/A6/A9

Map 4
AKSAY
Suggested by the map in Genl. Von Mellthin's Panzer Battles of the battle along the Aksay River. Similar to Erlenberg + Redshire
ENCOUNTER MODE with objective at E/F 6 xrds, spawns same.
ASSAULT MODE: objective at D7 rr/xrds where defenders spawn at D7/B8/E9 and attackers spawn at D1/H2/K5

Map 3
GREAT WALL
Obviously suggested by the Great Wall of China
Encounter (if cap circle located at center Wall crossing)
ASSAULT MODE with spawns as shown and Team I cap as objective.

Map 2
ARNHEM
Suggested by the historical battle and terrain. Both teams race for their adjacent cap circles. Much reduced area scale.
ENCOUNTER MODE by having a single cap circle in between and replacing the marked cap circles
ASSAULT MODE with attacker spawns C0/F0/H0 at the east end spawn locations and the defender A3/Objective/K3

Map 1
CLERMONT
As suggested by Kelly's Heroes and this thread.
ENCOUNTER MODE as shown, or ASSAULT MODE either direction
Edited by malize, Feb 21 2013 - 00:42.








