A COOL MAZE MAP BY MProberts*SFH*. THE TITLE SAYS IT ALL. THIS MAP HAS A.I. IN IT AND THEY WON'T HESITATE TO PUMP YOU FULL OF LEAD OR STICK AN RPG ROCKET UP YOUR BUTT. EASY TO LEARN THE MAZE SINCE IT IS NOT A COMPLICATED ONE. 30 PEOPLE SHOULD BE THE MAX ON THIS ONE.
A WELL LAID OUT RENDERING OF THE MILITARY INSTALLATION AT McNAIR BARRACKS IN BERLIN, GERMANY. LOTS OF ROOM TO ROAM, GOOD SNIPING POSITIONS AND 12 TARGETS TO DESTROY. WE SUGGEST 24-32 PLAYERS IN THIS MAP.
A FAVORITE CLASSIC FROM MORPHEUS*SFH* THAT WAS AN SFH FAVORITE DURING THEIR VS ALL SERVERS, THIS MAP IS NOT ONLY HARD, IT HAS FALSE TARGETS TO BOOT. GET THIS MAP AND ADD IT TO YOUR ROTATION TODAY!!!!
SFH Fire Base Spooky | SFH ANEURYSM | Joint Ops -- TKOTH
A mid sized urban map. Made to “ Real War Specifications “. Primary spawns set 1500 meters from the zone. Zone is set in an urban industrial area. Some light fog for added cover. Time set to daylight. A few armored cars and jeeps for each team. Two respawn markers at opposite ends of the battle field 200 meters from the zone.
A NICE CLOSED IN BASE THAT WILL BE DIFFICULT TO ATTACK. ONE OF STRATO*SFH* EARLY WORKS, THIS MAP WILL BE LOADS OF FUN. GET IT INTO YOUR ROTATION TODAY.
Another fine and fast map from Strato*SFH*. 12 targets to blow up is all it takes to win this one, but as soon as the timer runs out, everyone will see it wont be easy!
Strato*SFH* gives us another semi open map to exchange N.A.T.O. rounds in. All out assault usually ends badly for the attackers. Good kills available for all load outs.
JINYX*SFH* finally enters the BHD mapping foray with his version of a junkyard. Not too many targets, but can be a pain on attack. We suggest no more than 24 players.
ANOTHER GREAT FAST PACED MAP FROM JINYX*SFH*, THIS ONE WILL BE EXTREMELY DIFFICULT TO ATTACK IF THE DEFENDERS ARE ALLOWED TO GET INTO THEIR POSITIONS. 2 ENTRANCES, BUT ONE HAS PUNGIS PROTECTING IT. GOOD LUCK!!
JINYX*SFH* BRINGS US ANOTHER MAP THAT CAN BE DIFFICULT TO ATTACK. ONLY 2 ENTRANCES TO GET INSIDE THIS BASE AND THERE IS SOME OPEN AREAS THAT PROVIDE THE ATTACKERS WITH NO COVER. 23 TARGETS IN THIS ONE. HAVE FUN!!
Odd but tough map from Sniper*SFH*. All targets are up high on catwalks and the attackers have no cover from the perimeter sandbags to the targets area. 16-20 players suggested.
THIS VERSION IS FROM MORPHEUS*SFH* AND IS SET MORE ALONG AN EARLY EVENING SETTING. JUST A HANDFUL OF TARGETS, BUT CAN BE NEXT TO IMPOSSIBLE TO FINISH THIS MAP. M4 SNIPING WILL HELP THE ATTACKERS GAIN GROUND ON THE BASE. TRY IT OUT TODAY.
JINYX*SFH* brings us a big base with 27 targets. Attackers have multiple ways to advance into this base and the defenders have a few exits of their own.
An older map from Morpheus*SFH*, this map can turn into a TDM with targets really fast in a full server. Attackers would be best served with at least one sniper on their team.
A BEACH STYLE ATTACKING MAP, REDRUM*SFH* BRINGS US ONE THAT CAN BE VERY TOUGH TO WIN, SINCE THE DEFENDERS HAVE AN ADVANTAGE OF BEING UPHILL AND THE PERIMETER IS ONLY PROTECTED BY A CHAIN LINK FENCE. ATTCKERS NEED TO BE EXTRA SNEAKY ONCE THEY GET INTO THE BASE. ENJOY!
A NICE AIRPORT MAP FROM MORPHEUS*SFH*, THIS MAP CAN BE HARD TO ATTACK ONCE THE DEFENDERS GET INTO THEIR POSITIONS. ATTACKERS WILL NEED TO BE STEALTHY ONCE THEY GET INTO THE BASE, SINCE THERE IS ALOT OF OPEN SPACE THAT NEED TO BE TRAVERSED INSIDE.
A MEDIUM SIZED BASE WITH ONLY 2 ENTRANCES; THIS BASE CAN BE DIFFICULT TO ATTACK WITHOUT A GOOD SET OF PLANS TO DO SO. MORPHEUS*SFH* ADDS 27 TARGETS THAT WILL KEEP THE ATTCKERS BUSY TRYING TO GET THEM ALL. ENJOY!
This map from Morpheus*SFH* can be hard on attack and defense. Attackers must climb the guard towers to gain entry into the base. The base has a chain link fence perimeter and affords no cover for the defenders.
THIS MAP COMES FROM JRMK*SFH* AND IS PROBABLY HIS BEST WORK. A TOUGH MAP TO ATTACK, THERE ARE 2 ENTRANCES, BUT ONE CAN ONLY BE ACCESSED BY A TRIGGER INSIDE THE BASE. THE MAIN ENTRANCE HAS 3 BRDM'S TO KEEP THE ATTACKERS AT BAY FOR A FEW MINUTES UNTIL THE DEFENDERS CAN GET INTO POSITION TO PREVENT ADVANCEMENT.