Wall of text time. Instead of just posting my "favourite" I will give a short review and comment to EVERY map currently in the build (brace yourself).
Bardia
This map was never announced and apparently ended up in the 2.0 build on very short notice. Many have commented on its allegedly inferior looks, however, I don't think it's that bad, although the map stands out a bit in term of style (perhaps because of the overuse of those little palm like plant thingies). The gameplay is fast, tactical and reasonably balanced. The central theme is hunting down the heavy australian tanks in the confined spaces of the city. One point of critic from my side is the small size (might even be the smallest map in the build?) that often leads to an "all cap" situation, cutting short the round. But over all a most enjoyable map.
7/10
Siege of Giarabub
A map that has seriously earned a special place in my heart. It's labyrinthic interior and the apparently limited combat area conceal the fact that this map is extremely well thought out. If you play it the first time it is hard to see it as more than a series of bottlenecks, but the more you play it, the more you realise that this is:
a) the only map in FH2 with serious "vertical" gameplay
b) a perfect example of channeling players into the right direction without ending up with Tunis-like hose gameplay
Instant Fan favourite
10/10
Siege of Tobruk
This is a rather luckless map. Remember the days when everybody whined because the Germans got their asses kicked every round? Well, those days are certainly over, because now it's the Australians who are simply overrun here. The map sure has it's moments (especially with a good aussie squad) but also a lot of issues (bofors rape ftl). Graphically it's not too hot either.
4/10
Invasion of Crete
This map can be either terribly frustrating or completely awesome, hit or miss. I still maintain that there are too many Bofors. Once the Germans have a foothold, it is epic long range infantry fighting all the way. The flags are perfectly designed and ensure dynamic battles with lots of tactical options for a good squad. Many have said it looked "unfinished" but that's the price for high view distances like that.
5/10
The Battle for Sfakia
A splash of green color in sand yellow 2.0. Graphically among the best maps, vacation feeling par excellence. I don't think I know every corner or detail on that map, and I have played it since the first day of 2.0. The gameplay is fast, hectic and balanced, but sometimes degenerates into a flag hopping orgy. Then again, the map would probably not work without it's fast tempo.
9/10
Sidi Rezegh
Graphically among the best maps, but the balancing is seriously off. I have seen the Germans holding the airfield for the whole round and still lose. The fights on the airfield are awesome, but frustrating and pointless because of the balancing issues. Needs a rework.
3/10
Gazala
By far the best tank map, and the only one that really achieves a balance between infantry and tanks. The strange lighting and moonlike landscape make for a graphically spectacular map. The removal of Bir Hacheim in 2.15 was the right decision and "tightened" the map, making it much more action packed. 150th box is the single best flag in the mod period. I could attack and defend it for hours.
9/10
Operation Aberdeen
I hate this map. It's vanilla, frustrating for infantry and always takes waaayyy too long.
0/10
Fall of Tobruk
Clearly among the best maps in the mod. Graphically spectacular with varied gameplay. The height differences between streets give it a nice vertical quality at times and tony of custom buildings add to the overall awesomeness. Tank hunting in the ruins, clearing the underground tunnels, assaulting the church and sniping from the Admiral building are my personal favourite activities on this map. This is how an infantry map should look (and play) like!
10/10
Mersa Matruh
Many people don't like it, but I think it's really well done. It was the first map I ever played online. It's big strenght is its variety: tanks, infantry and planes all play important parts in the battle. Its big weakness are graphics. Especially compared to other city maps it just looks rather ugly, however it sports an impressive view distance. One might also argue that it is quite prone to spawn raping. The gameplay and balancing however are rock solid.
7/10
Alam Halfa
LAAAAAAAG. I lag on the first british flag (I think it's the static smoke). I think it favours the Germans to much, mostly because of heavy reliance on static AT-Guns. Because of the intricate push mode it's arguably the map with the most teamwork, but also the map with the most spawnrape, especially in the second line of defense. It's also one of those hugeass desert maps that scares of most of our newbs.
5/10
Operation Hyacinth
Many people don't like nightmaps. I do. What bothers me about Hyacinth is the weird layout of the city, which turns into a tunis-like rape-tube and is then mostly backcapped by exploiting. Not the way I picture a surprise raid. A more open layout would probably improve the map a lot. Also the Italian flags still have german names and pickup kits.
6/10
El Alamein
Prototype of the big open tank map. I think Gazala wins hands down in the same class, mostly because infantry is of more use. Although it is big, it plays out surprisingly linear and there seems to be less room for variation than on Gazala. The more modern tanks are a plus point and with a competent squad it is almost always good fun.
7/10
Supercharge
The first map ever to be announced... and a perfect example of push mode being done wrong. Lately the map always ended in boring stalemates, with the same flags being contested over for what felt like a good hour. There is simply not much variation. The terrain looks very unreal at times, especially those huge dunes between the flags, you almost expect rocket worms to shoot out there. Plus point are the well done flag zones, that always bring about some good fight, but even there variety is lacking.
3/10
Mareth Line
Much has been said about the Tiger. I never drove it (but I killed my first one last week) and it seems to be the biggest selling point of the map. However, let me name some more:
- tons of custom statics
- well balanced after 2.15
- strong focus on combined arms
On the other hand there is the god damn bunker flag with the weird spawn points and the totally immersion killing hinking assaults over the ridge and the smacktard camping for the tiger (only to be strafed to death repeatedly).
8/10
Tunis
The only thing putting this above Aberdeen are its graphics (which are awesome). The gameplay is simply frustrating and brainless: run die repeat. It feels like running down some endless tube only to be raped by the German MGs. Let's hope for the announced rework.
1/10