There are 22 standard maps in DoD and countless custom maps which you can find dotted around on servers all over the Steam network. This guide provides information on the 22 standard maps available, which come in two variants:
In both types of map, your team must defend your own objectives or control points whilst attempting to take those of the enemy team. The importance of teamplay here is paramount - a team of average players operating as a unit can often overrun a team of experienced loners.
Forces: Axis, US
Paratroopers: No
Flags: 5
Popularity: High
Area Map
Anzio is a popular map due to its fast turnaround of flag-caps and the abundance of camping positions. Control of the two area-capture flags (Bridge, Plaza) is vital, as a coordinated assault on the touch-capture flags can quickly result in an overrun.
Forces: Axis, US
Paratroopers: No
Flags: 5
Popularity: Very high
Area Map
Avalanche is the most popular map in DoD due to its compact, hectic design - you're never far from the action on an Ava server. Camping spots abound, especially around the open central market area.
Forces: Axis, British
Paratroopers: No
Flags: 6
Popularity: High
Area Map
Caen is a rifleman's dream, with vast straight streets and plenty of rubble to use as cover. The satchel charges and rocket weapons found at spawn can be used to knock holes in walls at strategic points.
Forces: Axis, US
Paratroopers: No
Flags: 4
Popularity: Low
Area Map
Chemille is a small map with only 4 flags, which can make for fairly frantic play. There are a fair number of camping spots and chokepoints, perhaps leading to its low popularity.
Forces: Axis, US
Paratroopers: No
Flags: 5
Popularity: High
Area Map
Donner is a well-balanced map with enough features to keep most players happy, with the long, cluttered streets perhaps favouring light infantry more than heavy. Very popular amongst clan players.
Forces: Axis, US
Paratroopers: Yes
Flags: 5
Popularity: Medium
Area Map
Falaise is unique in that the first spawn of the level leaves both teams right next to the central flag, resulting in a chaotic start to the map. The map is fairly well balanced, with a good mix of long streets and indoor routes.
Forces: Axis, British
Paratroopers: No
Flags: 5
Popularity: High
Area Map
A compact, balanced map, Flash is very popular among riflemen and gunners due to the abundance of streets and sandbags. Each flag is touch-capture, making for frantic back-and-forth action.
Forces: Axis, US
Paratroopers: Yes
Flags: 6
Popularity: Medium
Area Map
Set in an Axis airbase, Flugplatz is a map which lends itself well to coordinated assaults, with two avenues of attack on each flank. The barriers next to the taxiway entrances can be destroyed by shooting the adjacent barrels.
Forces: Axis, US
Paratroopers: No
Flags: 4
Popularity: Low
Area Map
Forest is ideal for sniping and pronecamping, with the long grass and abundant shrubbery offering plenty of scope for hiding. There are a number of rocket-destroyable obstacles and emplacements.
Forces: Axis, US
Paratroopers: No
Flags: 5
Popularity: High
Area Map
The snow-covered streets of Kalt offer a well-balanced back-and-forth battle between both teams, with the sewers offering opportunities for sneak attacks. Sandbags and walls are vulnerable to rocket attacks.
Forces: Axis, US
Paratroopers: No
Flags: 5
Popularity: Medium
Area Map
Merderet actually feels like an earlier or cut-down version of Sturm, with almost identical layout but fewer passages and camping positions. Its balance, however, is slightly better as the two Allied flags cannot be captured in such quick succession as on Sturm.
Forces: Axis, US
Paratroopers: No
Flags: 5
Popularity: Medium
Area Map
Northbound is a fairly well-balanced winter assault map with plenty of street and indoor locations. Quick overruns are not uncommon, so control of the central area-capture flag is vital.
Forces: Axis, US
Paratroopers: No
Flags: 5
Popularity: Medium
Area Map
Saints offers a number of different channels of attack, meaning it can be somewhat hectic with two assault-minded teams. The last axis flag is actually behind a spawn exit, making it more difficult to capture than most.
Forces: Axis, US
Paratroopers: No
Flags: 5
Popularity: Medium
Area Map
Sturm, like its baby brother Merderet, is one of the more assymmetrical maps in DoD due to its unconventional flag layout. The Allies' first and second flags are very close together compared to those of the Axis and quick-fire overruns are commonplace.
Forces: Axis, US
Paratroopers: No
Flags: 6
Popularity: Low
Area Map
Switch is a large map with long, straight streets which suit riflemen and snipers well. The sloping nature of the level means that whichever team controls the central flags is generally dominant, especially if there's a high degree of nadespam employed.
Forces: Axis, US
Paratroopers: No
Axis Objectives: Defend the beachhead and tactical emplacements
US Objectives: Take the beachhead and destroy tactical emplacements
Popularity: High
Area Map
Axis: This map is one for sitting back and soaking up pressure. Things to focus on include making use of MGs and snipers to pick off advancing Allies whilst watching for incursions towards the objectives, especially on the flanks. The Big Gun objective is easy to defend and should be kept secure.
US: There's nothing to defend here so it's all-out assault time. MGs and snipers should provide covering fire while the troops advance up the beach, using satchel charges to demolish obstacles and objectives. It's best to flank round unnoticed if possible and take out the more easily defended objectives such as the Big Gun, leaving the Radio Tent until last. The mortars can be decommissioned with your normal weapons.
Forces: Axis, US
Paratroopers: Yes
Axis Objectives: Destroy the bridge near Allied spawn
US Objectives: Destroy the two Axis Nebelwerfers
Popularity: Medium
Area Map
Axis: The two Nebelwerfers can be used to continually bombard the bridge, inflicting a lot of damage (some of it psychological) on the Allies as they spawn. Attackers should try to advance under the cover of a 'werfer volley, with sniper cover if possible; you'll need to do this twice as the bridge requires two seperate dynamite blasts. The Allies are more liable to employ stealthy attacks on the 'werfers so watch out.
US: Be prepared to find it difficult from the outset as the Axis Nebelwerfers will be used to constantly pound the area just outside your spawn. Time your runs between volleys and get out as soon as possible. It's then best to try and sneak up on the Nebelwerfers (don't forget a charge!) using the less obvious paths. Snipers and MGs should cover the bridge but be careful of countersnipers.
Forces: Axis, US
Paratroopers: Yes
Axis Objectives: Defend the castle's emplacements
US Objectives: Capture or destroy the castle's emplacements
Popularity: Medium
Area Map
Axis: It's best to go hunting on this map as the Allies will be attacking from several sides. Conceding the supply house early is a bad idea as it opens up an easy second avenue of attack for the Allies. Blowing the footbridge to the castle (with dynamite found near spawn) is also a good idea as it cuts off another potential incursion route. Be especially careful of bazookas destroying the objectives from a distance, as well as sneak attacks through the tunnel from the radio room to the bunker.
US: This is an enjoyable map to assault because there are many options open to you. Taking the supply house early is a priority as it opens up an avenue to the Radio Room, from which you can access the bunker stealthily. Bazookas should be used judiciously to remove obstacles and to destroy the larger objectives from a distance (the radio mast requires one rocket to each of its panels).
Forces: Axis, British
Paratroopers: Yes
Axis Objectives: Destroy the two British Cromwell tanks
British Objectives: Recover captured documents from the crashed glider
Popularity: High
Area Map
Axis: The key to success in Jagd is to hunt in squads. A Panzerjäger supported by some light and heavy infantry can often make his way to the tanks and take both down within seconds of each other. If the British capture the plans it is vital to recover them quickly before the carrier gets away as he can be elusive - if he does escape, your assault squads should divert and take him down (or alternatively try a counterattack while the Brits are otherwise occupied).
British: Stealth is the Brit's friend and enemy on this map. A stealthy steal of the documents is essential as the Axis will be all over you if you try a frontal assault - it's probably best to hunt in squads of light infantry with men dropping back to hold the Axis back from the carrier. However allowing the Axis near the tanks unchecked is fatal, so be extra vigilant around the two approaches to the tanks. Snipers should cover the long left approach and MGs/light the right plaza.
Forces: Axis, US
Paratroopers: Yes
Axis Objectives: Take the Allied fuel dump and truck
US Objectives: Defend the Allied fuel dump and truck
Popularity: Low
Area Map
Axis: Nothing to defend here so go all out for the objectives. The Allies are often to be found camping not far outside Axis spawn so be careful in your approach. Coordinated, careful attacks with balanced squads are the best way to win this map, as the Allies have little to do but camp. It's best to take the Dump first as it is closer to Allied spawn than the Truck.
US: With nothing to attack, this map can be rather boring for the Allies, but it's important to stay alert because the Axis can attack at any time and the objectives can't be recaptured once taken. Try and push beyond the objectives to give yourself some breathing space - the Axis will tend to hunt in packs so it's best to weaken them before they reach the objectives.
Forces: Axis, US
Paratroopers: No
Axis Objectives: Destroy the two Allied jeeps
US Objectives: Destroy the Axis tank and halftrack
Popularity: Low
Area Map
This is the most balanced assault-type map as the map is fairly symmetrical and both teams have similar objectives. Both teams should hunt in packs and try to cover both flanks; stealth often wins the day on Vicenza so keep both approaches covered. Rocket weapons are best for attacking the objectives as they are very close to spawn, so every second counts - however they cannot be used to destroy the two blocking barricades, only a satchel charge will do for these. For lone bazookas trying a sneak attack, the water can be a stealthy way through the central area.
Forces: Axis, US
Paratroopers: Yes
Axis Objectives: Defend the fountain, tanks and church
US Objectives: Take the fountain, tanks and church
Popularity: Medium
Area Map
Axis: The first half of this map is the easier, with a single point to defend. Allies may attack the fountain from inside or either side of the clock tower so be alert. If the fountain is taken you must fall back to the tanks and church; be careful of the Allies trying a surprise attack on the unguarded church before assaulting the tanks. The airstrikes open up a direct route to the tanks for the Allies on the right flank, so watch out.
US: Hitting the Axis hard for the fountain is important as they can dig in and waste a lot of time before you get anywhere near the other four objectives. Bazookas should clear the door at the bottom of the clock tower to open up another avenue of attack. Once the fountain is taken a strikeforce should flank right and capture the church before the Axis can regroup. After a short while an airstrike will open up a direct route from Allied spawn to the east of the tanks which your bazookas should make use of - each tank needs two rockets so hit them hard and fast.