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Change log :
Posts: 1534 | Subs: 1
Posts: 4183 | Subs: 4
Posts: 2155 | Subs: 2
Removed the glider parts, they were never great for cover and caused LOS weirdnes
Posts: 1534 | Subs: 1
Now it truly is LOST Glider
Is there another spot to put the glider? Maybe balled up against the center walls out of the way?
Posts: 3053
Posts: 712
Posts: 1534 | Subs: 1
I noticed that the map lacks of 2 strategic points like most standard maps, that makes comebacks really difficult and messes with the tech times. I recommend to add another 2 points where is marked with light blue and move the existing ones a little bit.
The fuel houses are too dominant in early game for factions that have access to tier 0 mgs like ostheer, you camp in one house with the mg and then you send your infantry to the other fuel to get yours and deny oponent fuel. Remove the houses, replace them with green cover or damage the houses to 20%-30% hp.
Another problem I find is that you cant get behind the northern cutoff house like you can do in south, that is one of the problems of why it is much harder to play from north.
Only the right fence stops infantry from getting behind the house and fight the garrison.
The northern cutoff house has bushes that deny infantry from getting behind it, on top of that the house is facing the base exit and you need to cross a red cover road to get to it.
The northern cutoff house also has a big green cover glide wing facing it, wich makes much easier to fight the garrison, compared to the southern house. The house being too big makes also too dominant when captured, so replacing it with the smaller houses that are almost never used will help to solve the problem, that or removing it. I would add a gap on that bush facing the church, since there is nothing similar in the south and will make new ways to flank the church.
Same with the southern house, too big, too dominant and hard to clear, replace it with the smaller house on the side that never gets used or remove it.
I would add more gaps to the base bushes to not limit the player only to go to 2 sides, that will improve retreat path and will prevent lock downs
And one of the biggest flaws this map has, the red cover roads, when you get lock down into your base, these roads make almost impossible to get out of the base, specially from the north, need to be removed.
The amount of green cover on the map and the elevations make the gameplay in this section of the map, the worst, removing the 50%-60% of the green cover in this area and flattening the are will help to fix the problem
Posts: 712
Posts: 5441 | Subs: 36
Posts: 2885
I had no time yet to watch every single change from Luciano and wuff, but I have 2 question:
1. Did you thought about the stupid muni cutoff?
2. Is this map worth it to rework?
Like when in this mappatch 1 1vs1 map got removed, should it be this or westwall or Arnheim?
Posts: 712
I had no time yet to watch every single change from Luciano and wuff, but I have 2 question:
1. Did you thought about the stupid muni cutoff?
2. Is this map worth it to rework?
Like when in this mappatch 1 1vs1 map got removed, should it be this or westwall or Arnheim?
P. S. Ofc I will watch your both version later
Posts: 1534 | Subs: 1
I had no time yet to watch every single change from Luciano and wuff, but I have 2 question:
1. Did you thought about the stupid muni cutoff?
2. Is this map worth it to rework?
Like when in this mappatch 1 1vs1 map got removed, should it be this or westwall or Arnheim?
P. S. Ofc I will watch your both version later
Posts: 2458 | Subs: 1
I made a version of the map with little changes to it that I think will improve gameplay.
Posts: 5441 | Subs: 36
Yes, It does, we are going to play on them bro, all the maps worth be reworked. I only did simple changes that are pure improvements, nothing crazy.
Imo if they get reworked arnhem, Westwall or Lost Glider are the worst options to remove if they are the most reworkable maps
I will do a larger pass on the weekend.
I think glider has the potential to be a good competitive map, with the right adjustments.
Posts: 712
Posts: 5441 | Subs: 36
I checked and this one should be working
https://steamcommunity.com/sharedfiles/filedetails/?id=1422380864
Posts: 712
are there my dislike and likes in it?
Aka reworked in case?^^
Posts: 712
Posts: 5441 | Subs: 36
Yesterday automatch was pure Lost Glider, I realized apart from all the stuff I pointed already, that is almost impossible to play with light vehicles in the middle, probably more changes are needed in the middle.
Posts: 712
Tho the LV can pass the middle RIP stones. I tested it yesterday in the live version. But as i said a mix between wuff and live version
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