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Mistakes:
1. GREEN COVER
This is most important, not changing this makes the map unpleasant.
- If they capture a point it's hard to capture back. Why?
There is no cover on the points itself and putting green cover behind it makes it verry easy to defend the point.
You capture it and quickly put your units behind the green cover. It takes so long to get rid of the squad without any usage of mortar or flamethrowers.
- It becomes a matter of who can capture the point first. Then just wait and defend it.
- It also makes the map feel slow as there isn't a lot of progression in the game, there's not that flow of allies taking territory and then axis taking it back and so on.
- It's a very defensive favored map.
I feel like this is overlooked in many maps, but some do it right, i hope we can achieve the same with yours.
- i've already given the example of crossing in the woods, agreed, it's not the greatest but it's an easy one to understand.
The main force of the opponent is either around the left or right (lets talk about right only now (vs north player)).
On crossing it's easier to get the cut-off, as the main force of the opponent is located around the fuel and VP(right side). This makes decapping or capturing the cut-off alot easier and causes the opponent to send forces to defend his cut-off.
It's not only about being able to deny resources by decapping the cut-off but it also creates a small weakness in the main force and opens up the map.
- In this case the main force is located around pretty much all the points. Before i reach your cut-off, i've already captured all the points i wanted to cut-off in the first place.
This is more of a personal thing, i think.
- A nice path (barely used) on the side of the map wich makes it easier to do a big flank.
A small hedge where they can start the push from.
- It will probably mostly be mined but when used correctly, it can make for a big and spectacular flank.
Fixes
What i would do is:
- put the fuel more to the side, and try to create more of that left and right side thing.
There's a decent amount of space that can be used to put the points, i wouldn't be afraid of putting them on the edge of the map (denies the flanking thing tho).
After that i'd make it so the cut-offs are devided from the main force. I think pulling the cut-offs towards the middle, just enaugh so retreating units don't pass the point anyways and units actually have to be sent over there would be great.
- I mean, every cut-off needs a different direction, but the point is to just make them easier to reach and for them to have something to do then just be a point.
You have to consider that players put green cover on the points anyways so just a litle green cover is good enaugh.
- Some of the cover could actually stay and some definetly needs to be deleted.
It would be easier to show.
I want you to keep in mind that i'm not perfect and that not everything i say might be a 100% correct, and for that reason, maybe asking the help of seeking isn't a bad idea. Maybe he has some great ideas too!
You can always send friend request if you have question or just want to go over these things on the map itself.
gl!
is it intended to leave an easy route to base rape ?
(^-^)