Please note. Non of Forgotten Hope is my work, this is a fan/enthusiast site. The table below is sortable (click on column titles).
There are so many maps. Don't know about you but I have difficulty remembering them all ! The table below is sortable (click on column titles) allowing selection of whatever game play feature the player fancies. The maps included are in the main FH2 install as well the FH2: Forgotten Maps and All New 2.5 Maps. Eventually I will include the in game maps and loading screens for each map to aid in map selection. I also hope to annotate the maps (using a script, much like what is shown on my site for Battlegroup42) to include the positions of various assets, at the very least ammo boxes which are sometimes almost impossible to find unless you happen to be familiar with that particular map.
Please note that with the Coop/SP maps the loading screen description does not always match the game mode and other features. Also note that 16/32/64 does not equate to map size. 32 is often a 64 size map with a different game mode. The initial sort order is the order that the maps appear in the in game selection menu (which is not strictly alphabetical).
In the table below a map qualifies as being a "Good map" if some or all of the following are determined. Some of the selections are subjective based on my preferences.
Map Name | Good Map | Size | Time of Day | Game Mode | Infantry Only | CP State | Comments |
---|---|---|---|---|---|---|---|
Advance on Foy | 16 | Night | Conquest | No | Neutral | Abandoned American armoured car reported abandoned at eastern CP and possibly being prepared by Germans for combat. | |
Advance on Foy | 32 | Day | Push | No | Allied | Uncapturable German base. No uncapturable American base. | |
Advance on Foy | 64 | Day | Conquest | No | Axis | ||
Alam Halfa | 16 | Day | Push | No | Allied | Brits against German light tanks and infantry. | |
Alam Halfa | 64 | Day | Push | No | Allied | ||
Anctoville | 64 | Day | Push | No | Axis | ||
Arad | 16 | Day | Conquest | Yes | Neutral | ||
Arad | 32 | Day | Conquest | No | Neutral | ||
Arad | 64 | Day | Conquest | No | Neutral | ||
Argentan | 64 | Day | Conquest | No | Axis | ||
Bardia | 16 | Day | Conquest | Yes | Neutral | ||
Bardia | 64 | Day | Push | No | Axis | ||
Bastogne | 64 | Day | Conquest | No | Allied | Ignore game mode advice text on map which is for MP only Push Mode version. | |
Battle of Brest | 64 | Day | Push | No | Axis | ||
Battle of Keren | 32 | Night | Push | Yes | Axis | ||
Battle of Keren | 64 | Day | Push | No | Axis | AI defend and attack competently but just misses "Good map" status for some reason. | |
Beda Fomm 1941 | GOOD MAP | 64 | Day | Conquest | No | Allied | Artillery spotting bugged leading to CTD, don't use ! |
Bloody Gulch | GOOD MAP | 64 | |||||
Carentan | GOOD MAP | 64 | Day | Conquest | No | Axis | |
Invasion of Crete | 16 | Day | Conquest | Yes | Allied | Uncappable Axis base. No uncappable Allied base (can be taken). | |
Invasion of Crete | 32 | Day | Conquest | Yes | Allied | One extra Allied post. Uncappable Axis base. No uncappable Allied base (can be taken). | |
Invasion of Crete | 64 | Day | Conquest | No | Allied | ||
Dukla Pass | 16 | Day | Push | No | Axis | ||
Dukla Pass | 32 | Day | Push | No | Axis | ||
Dukla Pass | GOOD MAP | 64 | Day | Conquest | No | Axis | |
El Agheila | 64 | Day | Push | No | Allied | ||
El Alamein | 16 | Day | Conquest | Yes | Neutral | ||
El Alamein | GOOD MAP | 64 | Day | Conquest | No | Neutral | |
Eppledorf | 32 | Night | Push | No | Axis | ||
Eppledorf | 64 | Day | Push | No | Allied | ||
Falaise Pocket | 64 | Day | Conquest | No | Allied | ||
Fall of Tobruk | 64 | Day | Push | No | Allied | ||
Fort Capuzzo | GOOD MAP | 32 | Day | Conquest | No | Allied | 32 and 64 are both the same map but with CP ownership changed. |
Fort Capuzzo | GOOD MAP | 64 | Day | Conquest | No | Axis | 32 and 64 are both the same map but with CP ownership changed. |
Gazala | 16 | Day | Conquest | Yes | Allied | ||
Gazala | 64 | Day | Conquest | No | Allied | ||
Sammatus 1944 | 16 | Day | Conquest | Yes | Neutral | Small, 3 CP's. Nice trench warfare sort of thing. | |
Sammatus 1944 | 64 | Day | Push | No | Axis | ||
Seelow Heights 1945 | 16 | Day | Push | No | Axis | ||
Seelow Heights 1945 | 32 | Day | Conquest | No | Neutral | ||
Seelow Heights 1945 | GOOD MAP | 64 | Day | Push | No | Axis | Not ordinarily my kind of theme, but the AI are well balanced playing both sides. |
Sidi Bou Zid | GOOD MAP | 64 | Day | Conquest | No | Allied | AI balance possibly a bit skewed towards Axis. |
Sidi Muftah 1941 | 32 | Day | Conquest | No | Axis | No north and south CP's but map size the same. | |
Sidi Muftah 1941 | 64 | Day | Push | No | Axis | North and South CP's outside of town area. | |
Sidi Rezegh | 16 | Day | Conquest | Yes | Axis | Appears to have spawn point bug. Spawn point is missing when respawning. | |
Sidi Rezegh | 32 | Day | Conquest | Yes | Neutral | Also bugged. Allied AI do not advance and human player cannot select allied spawn point. | |
Sidi Rezegh | 64 | Day | Conquest | No | Axis | Could be impossible for Allied AI to take any CP's unaided by human player. | |
Siege of Tobruk | 64 | Day | Conquest | No | Allied | ||
Siege of Tobruk 1941 | 16 | Day | Push | No | Allied | ||
Siege of Tobruk 1941 | GOOD MAP | 32 | Day | Push | No | Allied | Atmospheric sandstorm thrown in. |
Siege of Tobruk 1941 | 64 | Night | Push | No | Allied | ||
Breakthrough at Saint-Lo 1944 | 32 | Day | Conquest | No | Neutral | ||
Breakthrough at Saint-Lo 1944 | 64 | Day | Conquest | No | Axis | ||
St Vith | 64 | Day | Push | No | Allied | ||
St Mere Eglise | 16 | Night | Conquest | Yes | Axis | Only map where you parachute in ? | |
Supercharge | 16 | Day | Conquest | No | Axis | ||
Supercharge | GOOD MAP | 64 | Day | Conquest | No | Axis | Well balanced sides (in AI terms). |
The Battle of Sfakia | 64 | Day | Push | No | Allied | Well balanced but does not qualify for full "good map" status because it's almost infantry only. | |
Tunis | GOOD MAP | 64 | Day | Push | Yes | Axis | Defined as "good" only really for condition 1. Well balanced and some very fierce fire fights develop. |
Valkenswaard | 64 | Day | Push | No | Axis | Would be "good map" but Allies seem to be incapable of gaining ground without a human player. Axis have advantage because Allied AI does not using flanking (probably due to CP arrangement). | |
Villers Bocage | 64 | Day | Push | No | Axis | Otherwise nice map marred by ability of AI to see through hedges. | |
Vossenack | 16 | Day | Conquest | Yes | Neutral | ||
Vossenack | 64 | Day | Push | No | Mixed | ||
To start new SP/Coop game use (in menu) Multiplayer --> Create Local --> RESELECT "Co-op" in Game Mode drop down menu --> Double click map to add to Map order. You must reselect the Co-op game mode to have the actual Coop/SP maps in the list (old bug, might get fixed one day).
A single player or player in Coop team can make artillery spots using binoculars (kits with binoculars or sniper pick up kits and some other kits). This can either be done on a high spot near to mortars of artillery guns, or by whizzing off in a fast vehicle and making the spot where the action is then returning. The length of time the spot stays on the map has been extended on the Coop/SP maps. However the distance to which a spot can actually be made is rather limited (looking into this). So why not take your artillery with you ? Both the SdKfz 251/1-11 Ausf. D (German Half Track with rocket launcher) and the American Willys MB Calliope can be used as mobile artillery. They have the same interface as mortars and artillery. When a spot is available turn the dials to 0 degrees and then right click to see camera view of target location. In both these vehicles the operator has to switch to the driver to align one of the dials. The calibration may be off due to the camera view being raised for bots.