All Forgotten Hope Coop/SP Maps Table (Work in Progress)

  1. Intro
  2. The Table of maps
  3. New player guide
    1. Artillery

Please note. Non of Forgotten Hope is my work, this is a fan/enthusiast site. The table below is sortable (click on column titles).

Intro

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.

  1. Good with AI. Multiple tactical possibilities for AI. Lots of AI combined arms usage; tanks, planes, and so on. This also usually implies that the map has been successfully navmeshed without any major problems.
  2. Lots of pick up kits.
  3. Good Artillery Spotting capabilities for single player (and Coop if there's only a few human players in a game). High ground, and/or fast vehicle to high ground, near artillery and mortars so one is able to put spot a long way across map (the time the spot stays there was recently extended by the FH dev team to facilitate exactly this kind of single player or cooperative game play).
  4. Good example of artistic map design and/or good potential to provide full psychological immersion in the game.

Table

Map Name Good Map Size Time of Day Game Mode Infantry Only CP State Comments
Forgotten Hope 2 Coop/SP Maps (Note: Columns can be sorted).
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

New players

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).

Artillery

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.