Modded Map Gameplay - Scharsterbrug April 1945
Scharsterbrug: April 1945
Set in the Frisian village of Scharsterbrug during the final days of World War II, this custom Call to Arms: Gates of Hell map recreates the fierce fighting that erupted around the strategic bridge over the Scharsterrijn canal in April 1945.
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3725439581
The First Battle – The Resistance
Before the Canadian army arrived, local Dutch resistance fighters launched a daring attempt to prevent the Germans from destroying the bridge over the Scharsterrijn. During this action, resistance scout Richard Jung was killed while gathering information on German positions around the bridge and the nearby Hollandia dairy factory. His death became a symbol of the village’s sacrifice.
The Second Battle – The Canadians
On 16 April 1945, Canadian troops from the Cameron Highlanders of Ottawa and the Régiment de la Chaudière attacked Scharsterbrug. German forces had entrenched themselves around the bridge, farmhouses, and the Hollandia dairy factory, turning the village into a strongpoint covering the road to Lemmer. The Canadian assault began with a heavy artillery barrage, followed by mortar fire that pounded the German defenses. Houses and barns burst into flames. Two Canadian vehicles were destroyed by a German anti-aircraft cannon covering the approach to the village. At the Hollandia factory, Canadian flamethrower teams were brought forward to clear stubborn German positions. The fighting raged from building to building until the Canadians finally overran Scharsterbrug.
The Aftermath
Liberation brought no immediate celebration. Eyewitness Otto Haitsma, who was six years old at the time, described a horrific scene: shattered houses, smoldering farms, and dead cows and horses lying swollen and blackened in the streets. Near the dairy factory were piles of bodies, torn apart by shellfire and machine-gun fire, their uniforms soaked in blood. The bridge itself had been destroyed, forcing Canadian engineers to construct a Bailey bridge the next day so the advance toward Lemmer could continue.
A Map That Demands New Tactics!
Unlike most Gates of Hell maps, Scharsterbrug revolves around one critical objective: the bridge over the Scharsterrijn canal. The bridge can be destroyed during the battle, just as it was in real life. If that happens, tanks, armored cars, and supply vehicles will be unable to cross the canal for the rest of the match. There are no alternate vehicle routes and no replacement bridge. Infantry, however, can still wade and swim across the canal, turning the fight into a brutal close-quarters struggle for the village and surrounding fields.
Commanders must decide quickly:
A destroyed bridge changes the entire battle, forcing players to adapt just as the real commanders did. This does not make tanks useless. Although armor cannot cross, tanks positioned in the surrounding fields can still provide crucial fire support from hull-down positions behind dikes and hedgerows, bombarding enemy strongpoints across the canal and covering infantry assaults.
- Seize and secure the bridge before it is demolished.
- Defend it at all costs.
- Prepare for a vehicle-restricted battle if the crossing is lost.
- Use infantry to flank across the water and establish a foothold on the far bank.
Roadmap – V2
Version 2 will focus on improving immersion, atmosphere, and overall polish of the Scharsterbrug map.
- Enhanced visual FX including fires, smoke, and battlefield atmosphere
- Introduction of new game modes, offering different ways to experience the Scharsterbrug battlefield with varied objectives, pacing, and tactical focus
- General visual polish and refinement of key areas
- Bug fixes and visual glitch corrections to improve stability and presentation
- Continued refinement based on community feedback
Help Wanted!
I’m looking for someone experienced with creating triggers and singleplayer missions in Call to Arms: Gates of Hell to help expand a custom WW2 map project: Scharsterbrug. If you have experience with mission scripting, AI behavior, or trigger systems and would like to contribute, I’d really appreciate your help. Interested? Add me on Steam and message me about the project.
Special Thanks!
Jennifer Unabia - For helping design the beautiful Frisian farms and countryside.
Kane - For playtesting the map and providing valuable feedback.