1
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2
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The buildings that cover the cutoffs for the fuel points are extremely dominant. Multiple windows are facing the cutoff and they are made of cement as well. There are windows on all 4 sides as well. Basically you must hold them at all costs which is kinda annoying and limits dynamic play on this map.
Not only that, but...
3
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4
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there are also 2 buildings (1 on each side) that are essential for holding the fuel point. All together limits dynamic play even further cuz those buildings are way too important and effective for ignoring them. This also makes the map kinda unbalanced for factions that are not that good at clearing buildings unless you pick a certain commander (UKF, USF, OKW).
My suggested options to improve this map are:
1) swap the cement buildings at the cutoffs (pictures 1 & 2) with a wooden structure, for example a wooden church like the one on semosky left to the middle VP or the one on General Mud above the right VP.
2) Replace the houses that cover the fuel (pictures 3 & 4) with heavy cover, e. g. a destroyed-tank-wreck.
3) remove the windows on the cement cutoff-houses that cover the side that is facing the middle of the map to make HMGs inside those houses less dominant and flanking more accessible
4) add more heavy cover (e. g. truck wrecks) around both cut-off houses, especially on the north side. The south player already has a little truck wreck near the southern cutoff house which makes the house a little bit less frustrating to deal with if the opponent captured it, but the north player only has a truck wreck which is located on the left side of the northern cut-off house, on the northern side of the house there is only a little fence that includes minimal heavy cover.
Needless to say it should be enough to pick ONE option.