Men of War: Assault Squad 2

Men of War: Assault Squad 2

Not enough ratings
1v1 and 2v2 maps
   
Award
Favorite
Favorited
Unfavorite
Map
File Size
Posted
Updated
37.563 MB
31 May, 2015 @ 6:50pm
19 May, 2016 @ 3:00am
43 Change Notes ( view )

Subscribe to download
1v1 and 2v2 maps

Description
Maps for community mappacks.
15 Comments
Bzura  [author] 24 Nov, 2021 @ 5:18am 
Hi, thx. I am sorry but I don't even remember how to. :) But I am pretty sure my maps are included in the other bigger map packs.
Pinnacle 4 Oct, 2021 @ 5:55am 
hello, i love this map pack! is there any way you can update it to the current version of the game so I could play it in vanilla? Thanks :)
Bzura  [author] 6 Dec, 2016 @ 11:17am 
Bzura  [author] 6 Dec, 2016 @ 11:14am 
Yes, I did. I even initially used the glider models on the field but I had to remove them because their damage model doesn't block small weapon fire. The right side of the Airbourne map is like the first chapter where you can climb the windmill.
K-Nyne 6 Dec, 2016 @ 6:34am 
DId you really base these maps of Brothers in Arms Hell's Highway? Because that's awesome!
Bzura  [author] 10 Jun, 2015 @ 3:10am 
OK, thx. I will look into those things. It would help me more if you arranged your feedback into two categories: aesthetics and gameplay. Gameplay is more important at this stage: so I think about bringing those two farm a bit closer to each other, maybe max SMG range. The hills on which pylons (the "electic pillars") stand have a tactical values. This is only elevation for low profile vehicles on the map and they are a good position: right between the center and the flag between the windmills.

Instead of the cirle around fountain I was thinking of using a some little square made of stone walls. But I am not sure I want cover on top of the flagpoint from a gameplay perpective.

And maybe I will increase the elevation for the windmills.
gGeorg 10 Jun, 2015 @ 2:23am 
Nice change. Roads are distinctive, some terain bumps. Looks more alive less artifical I would say.

Abbey
Could you rotate Deadstones for 90 degree. For two side sections next to church. Other sections keep. Also you could add a small trenches as a prepared grave somewhere. There are available some 1man little trenches. The fountain is beeter now. However, the flag need to centered precisely it looks odd. That circle around fountain, you had in previous version, it had a hight. it looked like a litle stair case. Is it possible to give it back ? Now the courtyard is too flat.
gGeorg 10 Jun, 2015 @ 2:22am 
The litle hill under the wind mill could be higher. No so massive as for electric pillar one. Just a little heap for hull dow (cover track) a vehicle. Well, practical village people would build a wind mill on the bigger heap (catch wind), then electric pillar on the smaller one. It could look more belivable to make it so ---> Switch pillar to wind mill or change hight of the hill.

farm face area - houses have too diferent amount of windows. One side have advatage, in case of US and rifles its unfair. The stone wall - they are at 51m meters now. Put them at closer 46m, I would say. The big tree next to the gate of one farm is view hindrance in the intesive battle area, put there somethink decent - shrubery?
Bzura  [author] 8 Jun, 2015 @ 4:49am 
Thx 4 the input. I will look into the roofs. I know that some roofs become invisible when you enter the building.
I will think about more elevations for this map and might change the look of the road.

As far as more cover on this map is concerced, I am not sure. You will see that Airborne and Ace use lots of cover and I want Abbey to be more open, otherwise it would play the same as the other two maps.
gGeorg 8 Jun, 2015 @ 4:07am 
Hello, Nice maps. I apreciate your focus for balanced map with a flavour.
Here are my opinion for Abbey
- very flat. Unnatural flat.
Abby flag
Make the whole Abby arrea on the 1.5m hill. Slight slope up preventing pathing issues. Level up the church with the grave yard 1.7m up again. The abby would be a double step hill. But Keep courtyart flat. Kepp graveyouar flat. That gives an over look strategic position from each side of the church at the courtyard for both players. It gives an opportunity to run around the church to flank oponnent's observers. Currently whole Church area is about grenadig around fountain. is it possible to dive fountaint into the terain more? Also damage two buildings on the courtyard. Remove roofs. Its easyer to place troops in then. Let the gate open a bit. So a Soldier can sneak in without manualy upen the gate.