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Maps are the areas where all the fights happen. In Strike Force Heroes 2, there are 13 maps available, with 7 of them being unique and 6 of them being either recolors or slightly modified versions. Maps can have environmental effects, such as jump pads, or areas that slowly move you left or right, and environmental hazards, which are zones or things that can harm or kill anyone who comes close enough, such as the Disposal Beam.

Below is a list of all maps present in the game, as well as their descriptions and lists of power-ups and hazards in each map.

Map list[]

Base[]

Base map icon

Map icon

This map depicts the Strike Force Heroes' base. It is played multiple times in the earlier Campaign missions, and is the default selected map in Custom Game.

The map has a very open and hideless top area, and a very close and tight bottom area filled with various boxes, and the middle area is somewhere in the middle, in terms of hides available. This variety makes this map playable and enjoyable by all classes.

Stats
  • Health power-ups: 1
  • Armor power-ups: 1
  • Ammunition power-ups: 2
  • Environmental hazards: None
  • Environmental effects: Jump pads in the middle, and a low gravity area at the very right.

Convoy[]

Convoy map icon

Map icon

The second map in the Custom Game rotation order, it depicts a GlobeX convoy. This is the scene of several crucial Campaign battles. As of the map itself, it's rather big and has a somewhat complex structure, and the gameplay typically involves jumping from one vehicle to another one. Although it's pretty open, it also has a few spots to hide in, with the most notable one probably being the tunnel right next to the medipack spawn point.

The rotor drone is a reference to Quadrotor/MQ-27 Dragonfire from Call of Duty: Black Ops II.

Stats
  • Health power-ups: 1
  • Armor power-ups: 0
  • Ammunition power-ups: 2
  • Environmental hazards: Falling off vehicles to the ground is considered as suicide.
  • Environmental effects: There's a jump pad in the middle, and tanks' caterpillars slowly move you to the right.

Convoy (Night)[]

Convoy (Night) map icon

It's basically Convoy, but with a dark blue filter applied to it.

As the name portrays, this is Convoy at night. That's pretty much it. The only gameplay-affecting change is that the convoy doesn't move, this includes tanks. Falling at the bottom of the map is still lethal for some reason, despite zero risk of getting slammed by vehicles.

Mansion[]

Mansion map icon

This dark filter seem familiar...

The great scientist Iagi's residence, Mansion is basically a few long corridors with almost no cover available, making it unsuitable for close range classes, but pretty good for long range ones.

Stats
  • Health power-ups: 1
  • Armor power-ups: 0
  • Ammunition power-ups: 1
  • Environmental hazards: None
  • Environmental effects: A small water area at the right.

Mansion (Lab)[]

Mansion (Lab) map icon

Map icon

Iagi's Lab, located underneath the Mansion. This map is one of the smallest maps in the game, reminiscent of Facility from SFH1; its layout is a mirror of Raze 2's Headquarters map.

It's the direct opposite of Mansion: it's very small and, although it doesn't provide many objects to sit behind them, the platforms around already act like big pieces of cover. This makes the Lab an excellent choice for medium and close range fighters, and even long range ones won't feel heavily penaltized.

Stats
  • Health power-ups: 0
  • Armor power-ups: 0
  • Ammunition power-ups: 2
  • Environmental hazards: None
  • Environmental effects: None

Mansion (Dusk)[]

Mansion (Dusk) map icon

The icon seem a bit over-lighted. The map itself looks much better.

This map is essentially a mix of the Mansion and Mansion (Lab) maps, with a slight lighting difference. Being a mix of a close combat map and a long range combat map, it's a tricky map to play.

Stats
  • Health power-ups: 1
  • Armor power-ups: 0
  • Ammunition power-ups: 3
  • Environmental hazards: None
  • Environmental effects: A small water area at the right.

Market[]

Market map icon

The jump pads and bouncy things are not shown for some reason.

The Market is a place of great intrigue in the Campaign, being the place where the Heroes save the Scientist. Market is a large and primarily open map. Its central area is a bit empty and hideless, while the sides offer a few okay spots for close range fighters to camp in.

Stats
  • Health power-ups: 1
  • Armor power-ups: 1
  • Ammunition power-ups: 2
  • Environmental hazards: None
  • Environmental effects: 4 jump pads in form of shop awnings, and 2 bouncy neon signs.

Market (Day)[]

Market (Day) map icon

Applying a yellow filter and calling the result a new map is sure easier than making an actual map.

It's Market again! Only brighter. And a bit yellowish. Nothing else is changed.

Factory[]

Factory map icon

Map icon

A pretty open map and a closed one at the same time, featuring quite open sides and a lot of medium/short corridors and tunnels, which make dodging attacks rather difficult. There's also a light column at the center, which slowly lifts you up.

This map has been tweaked a few times since first released, but these changes were almost exclusively to the AI's intelligence. For an example, initially bots would constantly commit suicide in the top of the central light column. Now it doesn't happen this often.

Stats
  • Health power-ups: 1
  • Armor power-ups: 1
  • Ammunition power-ups: 2
  • Environmental hazards: Floating into the top of the light column is lethal.
  • Environmental effects: The 4 black conveyor belts move to the right, and the light column lifts you upwards, the speed of this varies depending on your horizontal position in the column.

Factory (Mech)[]

This map is only played once, in Campaign mission 14, Clean Up, and is not selectable in Custom Game. It is basically Factory, but with a twist. When the mission is started, the background of the Factory is all black. After the mission has fully begun, a large Mech in the background becomes visible as the black fades away. When the Mech appears, several interesting environmental hazards (Mech's weapons) become activable. Other than this, the map remains unchanged.

  • Environmental hazards: Death Laser (slowly follows the player), Stomp (affects the whole map, jump to dodge) and Rippers (two guns make small explosions in a straight line at a random angle), all count as a kill scored by the enemies; floating inside the top of the light column is suicidal, as usual.

Isolation[]

Isolation is the first map you meet in Campaign, so it is the tutorial map. In the first mission, it is somewhat different to the common Isolation map, to aid the player in learning the ropes, but this alters back to normal soon. It is situated in a space station, so there is low gravity throughout the map. The map itself can be described quickly and accurately in very few words: a basic medium-small map with next to no cover.

Beware when attempting to collect the armor pickup, as it is directly underneath the Disposal Beam.

Stats
  • Health power-ups: 0
  • Armor power-ups: 1
  • Ammunition power-ups: 2
  • Environmental hazards: Insta-kill Disposal Beam, as well as the pit beneath.
  • Environmental effects: Low gravity except in disposal beam area, and very low gravity in bottom left and right corners of the map.

Additionally, it's worth to mention that when gravity's malfunctioning, the screen on the center of the map displays lines that scroll from top to bottom and repeat in a loop. The lines resemble parts of the game's AI script. The code is the following (an indent style has been applied on the code to make it more readable; click Expand to show it):

var candidates:Array = [];
for (var i:uint = 0; i < game.units.length; i++) {
	if (game.units[i] == this) continue;
	if (game.units[i].dead) continue;
	if (team && team == game.units[i].team) continue;
	if (game.units[i].status.sInvis == 1) continue;
	if (game.units[i].status.sSpawn) continue;
	var dist:Number = UT.getDist(x, y, game.units[i].x, game.units[i].y);
	if (dist < Math.min(gun.curGun.range * 10, aimRange)) {
		candidates.push({
			dist: dist, 
			unit: game.units[i], 
			rot: UT.getRotation(x, y, game.units[i].x, game.units[i].y)
		});
	}
}
if (!status.sWallhack) {
	var canHit:Boolean;
	for (var i:uint = 0; i < candidates.length; i++) {
		canHit = true;
		for (var d:uint = 0; canHit && d < candidates[i].dist; d += 20) {
			if (
				mov.hitTest(
					UT.xMoveToRot(candidates[i].rot, d),
					UT.yMoveToRot(candidates[i].rot, d) - (mov.crouching? 20 : 50)
				)
			) {
				canHit = false;
			}
		}
		if (!canHit) {
			candidates.splice(i, 1);
			i--;
		}
	}
}

Mech[]

Mech map icon

In-game the city is blue, not yellow.

The Mech map is set on top of the moving Mech, and is only met once, in the final Campaign level. It is unselectable in Custom Game, as well as being one of the smallest maps in the game, reminiscent of the Nuke map in SFH1. It could probably be described as the "Boss" map.

Stats
  • Health power-ups: 0
  • Armor power-ups: 0
  • Ammunition power-ups: 0
  • Environmental hazards: Death Laser between pinnacles of map, and guided Hunter Missiles fired in salvos of 6 from one of map sides, both of these count as a kill to the enemies. Falling off side of map is instantly fatal, counted as suicide.
  • Environmental effects: None

Construction Bay[]

This map is only encountered once in the entire game, and is not selectable in Custom Game. It is a cross between the Mech, Factory (Mech) and Base maps, featuring the background of Base, the large Mech background and hazards of Factory (Mech) and the terrain features of Mech. The map can only be played on Challenge 14, Too Many Mechs, as it was specially designed to meet the specifications required for this mission. If Mech is a boss map, this is a super-boss map.

Construction Bay's icon stands out as one of the most unfitting map icons the developers have ever made. It does NOT show the background Mech, despite it being a big part of the map, but for some reason it shows Base's layout, even though it clearly isn't there in-game.

Stats
  • Health, Armor, Ammunition power-ups: 0, as usual
  • Environmental hazards: All weapons of both Mech variants, counted as a kill to one of your enemies (always the same one). Falling off the map is counted as a suicide. Since there are both variants of the Mech, they can even fire two weapons at the same time!
  • Environmental effects: Seeing two Mechs at the same time may scare the player off.

Poll[]

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