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Lamsey's
DoD:S Guide
Gameplay tips
Class guide
Map guide
Teamplay
Binds guide
Changes in DoD:S
Go to v1.3 Guide

Map Guide

At the time of writing there are only eight standard maps in DoD:S but more are expected in the future, as well as a host of custom maps. This guide provides information on all of the standard maps and will be updated with information on new ones as they are released.

In these maps your team must defend your own control points (flags or objectives) 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.

Flag-Capture Maps


An Axis solder advancing through the church plaza

Anzio

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.

Notes for DoD 1.3 players: There are a few changes here; both spawns have been changed significantly, with both houses overlooking the bridge completely rebuilt. The tunnel linking the Plaza and Street (now called the Alley) has been removed, and the routes around the back of the church have been altered. Unlike in v1.3, the beachhouse is not considered off-limits to Axis.


An Axis rifleman scopes out the north of the Station

Argentan

Forces: Axis, US
Paratroopers: No
Flags: 5
Popularity: Medium
Area Map

The first all-new Source-only map to be released, Argentan is a large, open map which makes for interesting tactical play as there are many different routes between the different control points. As usual, the central (Station) flag is vital, as the touch-capture flags can be taken in quick succession for a surprise overrun.

Notes for DoD 1.3 players: This is an all-new map to Source, not seen in v1.3. Layout is similar to Flash but the map's a lot more open.


An Axis sniper covering the central market area

Avalanche

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.

Notes for DoD 1.3 players: Ava's layout is largely unchanged, apart from a few tweaks such as the new ladder leading to the ledge above the Allied street, or the relocation of the stairs near Axis second. The biggest change is that the end flags no longer require two men to capture.


An Axis MG42 defending the main street

Donner

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. Donner is very popular amongst clan players as it accomodates a variety of classes and styles of play.

Notes for DoD 1.3 players: Donner is slightly more open in Source, with less clutter in the streets. The back route between Axis first and the main street has been tweaked, and the bunker is no more; otherwise the layout is near-identical. Watch out for flags 2 and 4, which are no longer touch-capture.


Allied soldiers advancing from their base

Flash

Forces: Axis, US
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 long streets and sandbags. Each flag is touch-capture, making for frantic back-and-forth action, especially when one team is pushed back to their base.

Notes for DoD 1.3 players: The most notable difference between the 1.3 and Source versions of flash is that the British are not present in the Source version, substantially changing the gameplay. Also, the new overrun rules make rushing the last flag even more enjoyable than before.


Allied soldiers secure the Bridge area

Kalt

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. The multitude of sandbags makes this map MG heaven, while its balance makes it popular for clanplay.

Notes for DoD 1.3 players: Kalt's Source implementation will be very familiar to 1.3 veterans, with the changes largely cosmetic; however you can now go upstairs in the millhouse and the sewers are much quicker to traverse (no pesky pipes littering the way). Sadly, the destructible sandbags and walls haven't made it over - a shameful waste of Source's physics engine.




Detonation Maps


The bridge in Colmar offers plenty of TNT goodness for all

Colmar

Forces: Axis, US
Paratroopers: No
Axis Objectives: Destroy the US tank and gun
US Objectives: Destroy the Axis car and gun
Popularity: Medium
Area Map

Colmar is a fairly symmetrical map, with similar objectives for both teams. The bridge is the only place to get TNT so don't forget to go there to grab some on your way to an enemy objective. The AA guns for both teams are easier to defend, so it's best to take them out before the car or tank because it's easier still to defend one point rather than two.


The US AA gun emplacement

Jagd

Forces: Axis, US
Paratroopers: No
Axis Objectives: Destroy the 3 US assets
US Objectives: Defend the 3 US assets
Popularity: Medium
Area Map

Note: This is not a conversion of the 'Jagd' map in DoD 1.3 - it's more similar to Kraftstoff. 'Jagd' means 'hunt' in German, hence the re-use of the name.

Axis: With nothing to defend, this map is straightforward for the Axis troops - it's all-out assault time. Taking the AA gun quickly is good as it splits US forces between the tank and halftrack. It gets progressively more difficult to attack as the US lose objectives, but you get two more minutes on the clock for every asset you destroy. Don't underestimate the usefulness of smoke grenades in this map.

US: The Axis are going to come at you hard, so be prepared to do some running to keep your assets safe. Spreading your team out among the assets is important at first to cover all your bases, but once you're down to one or two assets you should try and press forward to make life more difficult for the Jerries.