Author Topic: NDIsles2 Map update Rev.02  (Read 2825 times)

Offline JimmyD3

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NDIsles2 Map update Rev.02
« on: September 29, 2026, 05:01:06 PM »
With the latest updates, I have started updating earlier maps, specifically to enable usage of the Tugs and Barges to the Ports. With that in mind, I have also tried to incorporate a number of the suggestions I have received. F3 and F4 have been put back to the original locations, and a number of cross island spawns have been added. Feedback would be appreciated. Note A2, A23 and A44 are now uncapturable.

« Last Edit: September 29, 2026, 05:04:04 PM by JimmyD3 »
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Offline Dadtallica

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Re: NDIsles2 Map update Rev.02
« Reply #1 on: September 29, 2026, 05:20:24 PM »
It’s fine!
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Offline BigR

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Re: NDIsles2 Map update Rev.02
« Reply #2 on: September 29, 2026, 05:36:43 PM »
Thanks for all your work Ken. As always.  :salute

Offline Eagler

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Re: NDIsles2 Map update Rev.02
« Reply #3 on: September 29, 2026, 05:41:06 PM »
Appreciate your work sir  :aok

 :cheers:

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Offline Banshee7

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Re: NDIsles2 Map update Rev.02
« Reply #4 on: September 29, 2026, 06:26:18 PM »
Note A2, A23 and A44 are now uncapturable.

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Offline AKKuya

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Re: NDIsles2 Map update Rev.02
« Reply #5 on: September 29, 2026, 07:06:22 PM »
 :salute to your dedication and hard work.

I believe this terrain would be an excellent candidate for AI missions.

1) Missions launch from the uncapturable bases targeting the enemy strats, HQ and said uncapturable bases
2) Missions would be a mixture of low level and NOE raids, mid altitude attacks and fighter sweeps, and high altitude bombing missions with fighter escorts and sweeps.
3) Missions could be both country Allied/Axis specific and combination country Axis/Allied

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Offline Oldman731

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Re: NDIsles2 Map update Rev.02
« Reply #6 on: September 29, 2026, 07:19:42 PM »
Thanks for all your work Ken. As always.

Agreed x5.

- oldman (who likes that map)

Offline haggerty

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Re: NDIsles2 Map update Rev.02
« Reply #7 on: September 29, 2026, 07:19:47 PM »
Nice, the lack of island hopping for vehicles made the map stagnate.  This should get it cycled within the day.

Offline Devil 505

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Re: NDIsles2 Map update Rev.02
« Reply #8 on: September 29, 2026, 08:31:43 PM »
Here's my observations from the perspective that we need more air action beyond the center island. What provides good air action are distances between airbases of 30 miles or less. There should never be a situation where a side is farther than that from an enemy air bases on a front.

Blue country looks pretty good but there needs to be an airfield in 8,13,2 to provide support to A47 and to provide a natural capture point for Green if they own A47.

But both red and green need more airfields on all fronts.

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Offline haggerty

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Re: NDIsles2 Map update Rev.02
« Reply #9 on: September 29, 2026, 08:45:37 PM »
Now that im home and can take a closer look, the consistency isnt there.  Green and Blue have their AAA islands hoppable to, Red is not linked.  Green has hops from its main island towards both enemies, Blue only hops towards Red, and Red only hops towards Green.  Red and Blue have hops towards their own AAA island, Green does not.  I think we should get rid of the double AAA bases protecting strats, that is just too much RNG, I know if I cant climb up to the enemy I can just sit within 6k and wait for all 3 to catch on fire.  Atleast on this map naval warfare will be important, with the long flights to support gv action it will be crucial to have a CV nearby to help with captures.
Why make the center uncapturable? Are we trying to make MA into DA?
« Last Edit: September 29, 2026, 08:47:47 PM by haggerty »

Offline JimmyD3

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Re: NDIsles2 Map update Rev.02
« Reply #10 on: September 29, 2026, 09:52:11 PM »
Devil, I agree with keeping distances between bases to minimize flight time, however on this map additional islands would have to be added and/or significant changes to made existing islands to accomplish that.

There are 25 bases per country, and yet this map is surprisingly difficult to win. I had been trying to avoid adding any new islands, as there are some players that really like this map layout.

I can move the spawns from 51/57 to 47/57.  :salute



« Last Edit: September 29, 2026, 10:13:33 PM by JimmyD3 »
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Offline JimmyD3

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Re: NDIsles2 Map update Rev.02
« Reply #11 on: September 29, 2026, 10:13:04 PM »
Haggerty, you must have missed the spawns from A7 & A12 to A6, which spawns into the Red AAA.

The Blue to Green front will be taken care of with the suggest fixed Devil mentioned, 47/57 spawn. the Red/Green front is A19 to A39

The "Tank Island" center bases in AH2 (iirc) were Vehicle Bases limiting aircraft from the exterior bases. This was changed in AH3 to Small Air Fields, with no town but a Map Room on each base. Routinely the Center island is fully captured by one country much to the chagrin of the GV'ers. I have gotten a lot of feedback/request/suggestion/pleas to make those bases uncapturable. This still allows fighters to participate there without having to fly 15 miles to see some action. The other option would be to make the bases Vehicle Bases again, but hindering the Fighter boys.  :salute
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Offline haggerty

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Re: NDIsles2 Map update Rev.02
« Reply #12 on: September 29, 2026, 10:37:22 PM »
Haggerty, you must have missed the spawns from A7 & A12 to A6, which spawns into the Red AAA.

The Blue to Green front will be taken care of with the suggest fixed Devil mentioned, 47/57 spawn. the Red/Green front is A19 to A39

The "Tank Island" center bases in AH2 (iirc) were Vehicle Bases limiting aircraft from the exterior bases. This was changed in AH3 to Small Air Fields, with no town but a Map Room on each base. Routinely the Center island is fully captured by one country much to the chagrin of the GV'ers. I have gotten a lot of feedback/request/suggestion/pleas to make those bases uncapturable. This still allows fighters to participate there without having to fly 15 miles to see some action. The other option would be to make the bases Vehicle Bases again, but hindering the Fighter boys.  :salute

Im talking offensive spawns, Red AAA isnt spawnable to from center island, but Green and Blue are.  I think with the new ability to help in capturing bases the center GV fight will be lower than it is now, which is already pretty rare.
Green AAA isnt recapturable from home island, but Blue and Red are. 
I'd recommend 47/57, 10/11, and 93/24.
Why are red bases near the center vehicle bases, but blue and green are air bases.

Offline Devil 505

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Re: NDIsles2 Map update Rev.02
« Reply #13 on: September 29, 2026, 11:15:04 PM »
Devil, I agree with keeping distances between bases to minimize flight time, however on this map additional islands would have to be added and/or significant changes to made existing islands to accomplish that.

There are 25 bases per country, and yet this map is surprisingly difficult to win. I had been trying to avoid adding any new islands, as there are some players that really like this map layout.

I can move the spawns from 51/57 to 47/57.  :salute

I think you can meet or get close to the 30 mile base range if you move some base locations and make some V bases air fields. No need to make new islands.

Moving the spawns from 51/57 to 47/57 only makes for a GV battle with essentially no air support across that gap. There needs to be a new base in between.
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Offline popeye

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Re: NDIsles2 Map update Rev.02
« Reply #14 on: September 30, 2026, 06:27:37 AM »
How have Tugs and Barges changed?
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