Lienne Forrest
Posts: 2145 | Subs: 2
1. SOUTH TO NORTH FLANKS
2. NORTH TO SOUTH FLANKS
The north has many more flanks possible. The north has two more paths to get behind an MG. Once they are behind the MG, there are two hedgerow sight blockers creating even more flanking options. Not to mention if the units are CQC they will be right on top of the MG before it even sees them. The southern flank path can be guarded my a single MG or mine. The top would require at least three MGs to do a decent job. And I skipped the far right side river flanks. So add one to each
Edit: Notice also that all of the large areas to fight in are North of the tracks. Meaning, if its an even fight, you are in your base. GG.
Posts: 2145 | Subs: 2
Removing some of the trees (bottom right of pic) would allow similar/mirrored access to the area.
Posts: 2145 | Subs: 2
OPTIONAL:
The little house (blue) shows as a sight blocker which is the opposite of what you want here. It should be on the backside of the house. Or even better, remove it and put trees (yellow, sight blockers) on backside of the house. This would limit its effectiveness and allow flanks on either side.
Good map design would say that all structures would be sight blocked on the side closest to their spawns. So you can fight out of your base, and NOT be pinned in your base.
Should require some sight blockers on the mirroring south side buildings for balance.
Posts: 5441 | Subs: 36
But after thinking again i agree to this point.
- About your forest flank thing.
South side mg is saver, right? From north you can't flank so easy the south mg.
But the north mg can get covered from 1 single extra mgs as well.
What you think about make here a new path in?
- I agree as well for the kill 1 train.
- I agree about the left middle house to get windows to everywhere.
- I like the idee with the 2-3 trees for the north side as LoS
--> yellow
Posts: 2145 | Subs: 2
- About your forest flank thing.
South side mg is saver, right? From north you can't flank so easy the south mg.
But the north mg can get covered from 1 single extra mgs as well.
What you think about make here a new path in?
A 2nd path (blue) would be good as well.
This change is a great example of obvious flaws that fly under the radar. I have not seen too many games where this imbalance is used. Yet it exists. I never looked too close until I got REKT hard because of it Experience is the best way to learn.
Posts: 5441 | Subs: 36
A 2nd path (blue) would be good as well.
This change is a great example of obvious flaws that fly under the radar. I have not seen too many games where this imbalance is used. Yet it exists. I never looked too close until I got REKT hard because of it Experience is the best way to learn.
I make the deal, with only the blue one. Without the green one and only if it will not look too ugly
And as you self said. both side can attack from complete right side east ( alot of people don't know it)
Posts: 2238 | Subs: 15
Because is the same map practically.
Thanks.
Posts: 431
Posts: 2145 | Subs: 2
The group on the left has boxes that overlap and block sight. The group on the right have an open and clear sight line through the path.
Fights do not normally occur in these locations. But while you have the worldbuilder open you can fix them in a matter of minutes.
Posts: 2145 | Subs: 2
Another late game issue is the south trying to push tanks into the left VP areas (Green). Most games when south gets pushed out, the game is over. They do not normally come back.
All of the paths into that area are dangerous. Trying to retreat a tank usually = dead tank.
- Path 1 requires slow pathing around the VP.
- Path 2 requires slow pathing around small house labelled Z. Then gets rekt by oncoming tanks down red cover flank A.
- Path 3 is not a good idea as your tank will eat 2-3 AT gun shots before turning left from flank A.
I would suggest swapping out building Z with a smaller/shorter house.
Posts: 2145 | Subs: 2
The southern base has a hard time fighting out of their base because:
- building A has no windows pointing towards the enemy.
- there is a sight blocker next to building A which forces your units to fight out on the road (red cover) into enemy units in green or garrison cover.
Swap out the house with a house (B) that only has windows on the approaching side. Remove sight blocker so units can fight better on the fence by House A.
Posts: 2742
I make the deal, with only the blue one. Without the green one and only if it will not look too ugly
And as you self said. both side can attack from complete right side east ( alot of people don't know it)
Rather than creating the green path, that entire section of forest that it would cross could be shortened to provide a larger strip of land on the southern bank of the river. Just one of those groves removed would give the right center of the map much more maneuverability. There could be a potential for both teams to be able to reverse a vehicle far enough back to escape LOS and repair.
Posts: 5441 | Subs: 36
I am fine with all your new 3 changes.
Are you able to rework this map by your own?
About all your other changes i talked already.
Posts: 5441 | Subs: 36
Rather than creating the green path, that entire section of forest that it would cross could be shortened to provide a larger strip of land on the southern bank of the river. Just one of those groves removed would give the right center of the map much more maneuverability. There could be a potential for both teams to be able to reverse a vehicle far enough back to escape LOS and repair.
There will be no green arrow-path. I will go with rosebone blue version.
And i am not 100% sure, what you want to tell me. Can you make some screenshots?
Posts: 2742
This would help with units moving east-west without having to cross/enter the river now that there'd be the blue path. It'd just be a matter of pulling back the trees so that a squad of infantry could move across without an entity getting snagged in the water.
Also, a "few" other suggestions for Rosbone
Posts: 5441 | Subs: 36
Sure.
This would help with units moving east-west without having to cross/enter the river now that there'd be the blue path. It'd just be a matter of pulling back the trees so that a squad of infantry could move across without an entity getting snagged in the water.
Also, a "few" other suggestions for Rosbone
- I am fine with the forest thing.
- About your other suggestion i have to think first; its late already. And you saw thread #3 ?
Posts: 2742
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