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Good job anyways
Per request - here is the link - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3132511396
- Did a art pass, added some more cover/decorations.
- Fixed some wall tweaks/issues.
- Removed some cover items from player 4, team 1 to open more for building bases.
- Added entrances to sides (Broken it up around the middle for each), so no longer long corridors.
- Adjusted some buildings so they weren't so close together.
- Cleaned up spawn HQ areas to give little more build room.
- Visual tweaks throughout.
spoiler: all 3 game lost cause Allied Ai gets rolled over by shermans
Dope! Yeah me too, the middle has a good dynamic!
In regards to base, you can build on top of those tracks I believe? I'll revisit.
- Tendency to be too laney on all "islands". Laney on mid is okay, but easternmost&westernmost (edgemap) lanes are too long and promote too much static play. It also feels cramped as a result.
- Base area do need more space to feel comfortable (without railways) (original is perfect on that imo)
- Central island VP lane (funnel) is a bit harsh, opening it a little bit like the Original map would be nice, or shortening it by 20%.
I really like the fact you have to commit into that funnel though, so ignore if you wanted it that way ^^
Did a second game on it after your update, it's a little better resource-wise but fuel is still tanking up to 500 while I kept calling Pz4s & Tiger.
Manpower & munition economy is amazingly well balanced (always on the ropes) on the other hand!
I'll go play the OG one, maybe the fuel is just there so we can have massive tank fun xD
I hope to see the bridge-keeping version of this map
In regards to camera height issue, I'll have to play more with that, this changed a couple patches ago for some reason. thanks again.
- Tweaked Territory points, changed all High to Medium. Replaced some so there isn't so much fuel.
- Added movement blocker outside of sand beach so AI doesn't get stuck.
- Various visual updates.
So far on why I saw it looks and play beautifully! Great job on the visuals!
So glad to have it back, it's maps like these that makes the game worth playing!
Spent many hours on this map in both CoH 1 & 2.
Will test it out and give it some good play time.
Quick Initial Observation: "Camera Height Issue"
Camera too close in; for some reason certain community maps have this and others do not.
First Match (Spearhead 3 Mod w/ Q-Mode at 75% Resource Income:
Manpower seems to be on par.
Ammo is a nice amount, more than usual.
Fuel seems to be a lot, maybe too much unless one likes lots of vehicles.
Note: again this is on 75%, can only imagine a 100%.
Both Infantry and Vehicles seem to be getting stuck in the River where the sand area ends.
Overall: a lot of fun to play, very nice choke points, such a blast.
Version 1. Please comment any bugs/etc.