Thanks for the feedback, guys - for requests to changes on specific areas, could you include a screenshot? with the highlighted object? Would be a bit easier for me.
@Stephenn
- I'll tune it a bit
- The center church is the same one used in Semois. I could replace it with a much smaller church, but it would probably look a bit silly. I'll look at putting some more flank routes in for Right base (I was toying with the idea of replacing the right cemetary wall with another hedgerow; would hopefully prevent units from getting sniped as they come across the bridge.)
Alternatively, I could just destroy the bell tower and be done with it

- The two-story one left of the church and north of the main road? Or the one near the cafe?
- I'll look into it
@BartonPL
- Again with the church!

Now that I think about it, I might be able to use a smaller church and modify the area to work.
- Oops, I lowered the fuel points to low in the center and I guess I lowered the muni points without thinking... I'll revert those back to medium
- I'm not sure what you mean about the cut-off bridges? You mean have them further south from the Church?
@RiSiN
- Making this on my own free time
- No, I'm not a network engineer; I don't know how to do that

- Thanks!
@Basilone
- If I get the higher-ups to add this one, I will make a personal request to see if we can add those for you guys, too. I recommend if you have any more balancing that needs to be done, that it be done as once it's added, it probably won't be easily modified.
As an aside, I was thinking about trying something radical to this map. I was going to make a copy (to preserve the current version as is) and play with the idea of reducing the number of crossings to the center to three a side, but then adding a crossing to the north and south that would connect the two main landmasses (probably as shallows). My thought was that it might give players more opportunity to flank around the center if the other player has it fortified fairly well. Opinions?