New Community Maps Comments
Posts: 4301 | Subs: 2
But I am curious about your opinions about my maps and other new maps as well. As some of you might know, I love laying into what I consider as bad maps. Now it is only fair for my map to stand the test of vitriol shits and criticisms I have spewed since a long ago AND I also want to evaluate other maps. So..?
The New Maps are
(2) Crossroads
(2) Lost Glider
(4) Hamlet
(4) Chateau de Luvnest
(8) Hill 400
Relic's new map:
(6-8) Montargis Region
I did not put the polls because I do not think things can be that "black and white" "bad or good" yet.
Posts: 1216
Chateau de Luvnest is okay. In another thread that is critical of the design, I didn't find the mud and the houses a problem. In fact only at one point in a match I was thinking "so about that mud..." and I forgot an instant later. If there really is a design flaw in that map, removing the mud effects is probably like 90% of the solution.
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I felt like I had a lot of freedoms given to me with flanking options. TOD changes were a welcome extra that made the map feel more alive and reminded me of old CoH1 maps. Most of those maps came with day and weather changes giving you more variety in the ascetics. Its a shame that such a cool feature is never rly included in the current map pool outside of port of hamburg.
All in all the only glaring issue I saw was its art, the yellow/red tinted loading screens and map overview made if feel less refined and a little out of place. The starting TOD and how fast it changes is also a little awkward as well but that can easily be fixed. Another issue is the use of Grass assets, the green grass he/she uses doesn't seem to get affect by the TOD and seems to always be rly rly green.
*Edit for update on annoying green grass and jarring TOD change. My opinions still stand lol
Posts: 1653
I rly like (4) Hamlet. My playthrough felt like a better version of crossing in the woods with extra space for flanking and more areas to play with. Cover felt pretty good and overall flow made me wish this map was always in rotation.
I felt like I had a lot of freedoms given to me with flanking options. TOD changes were a welcome extra that made the map feel more alive and reminded me of old CoH1 maps. Most of those maps came with day and weather changes giving you more variety in the ascetics. Its a shame that such a cool feature is never rly included in the current map pool outside of port of hamburg.
All in all the only glaring issue I saw was its art, the yellow/red tinted loading screens and map overview made if feel less refined and a little out of place. The starting TOD is also a little awkward as well but gets better as it changes.
Is it tthat good?
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Montargis first impression: too chokepointy.
Large map but the focus of the map remains in a very small enclosed space, aka real bad map placement.
Posts: 987
Plus it's a short map meaning emplacements have a bigger effect. One mortar pit can cover fuel and 2 VPs. Bofors is king here and the ground is uneven so raketens often miss.
Miserable map, needs to be removed.
Hamlet (4) is good, really like the cut-off and fuel placement. For the attacker it offers a real possibility to cut off the fuel, for the defender - you can defend it easily BUT any troops there will be very far from the main battle. Same with fuel points. Not like crossing where you can sit on VPs and fuel and cutoff really easily.
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