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No but it is our job to make sure that all strategies are viable in a capacity. The more we just make giant open maps, you run into a multitude or problems. The more you make it flank heavy, means there are more LoS blockers which means CQC units are better. The flanks are also able to be destroyed, houses, or groves, which are another whole list of problems.
It is not our problem, that the game doesn't have native garrison clears for all factions, it is not our problem that not all factions have snares, it is not our problem that snipers exist (and not for all factions), it is not our problem indirect fire is not readily available for all factions, it is not our problem when counters to units do not function correctly. These are balance problems.
This map has LESS problems then langreskya, and why is it more favored then? Old vcoh map and the fact its been around for ages, so all the issues people play around, and just except them as is.
Once again you talk about your feelings, about what you want, yet ignore all the things wrong with faymonville, langres, kholodny, crossroads, ect;
All of these maps had/have issues that were already discussed. Your complaints mean nothing as you know nothing about what the editor is/isn't capable of. It is just a fact, you couldn't even begin to tell me the issues on any of the 4 maps I mentioned because you just except their design flaws as what they are and move on.
Hell you didn't even mention arnhem, and again, all the things you complain about, are balance issues. Not map issues. The buildings wouldn't be an issue in the maps you describe if all factions actually had clears for them native to their builds and not entirely stuck into commander choice. If anyone complains about pathing on westwall thats your fault, you overextended, you got caught out, thats you, not the map. (can it be better? sure. but saying its trash and should be removed ASAP, well this map has far less issues than langres, so maybe that should go too then?) You know that the things VERY CLEARLY block pathing, yet you complain when you go to far and die? :thinking: Maybe you should take your tactical positioning point and think on it, cause it seems you tactically mis-positioned and got punished.
And the other point "maps are disliked cause they force 1 playstyle" is again balance. When you play a garrison heavy map with UKF your choices are severely limited. How is that maps fault again? You want all maps to be the same because of variety, yet all I see is mobile defense every single game because nothing punishes over extension of vehicles, currently westwall does that. Can you still play mobile defense? Sure, is it arguably a different playstyle because of map design? yes. Isn't that the entire point of your post? You are exactly the person that I vaguely call out. "I want different things!!!11!! But not too different cause then I'll lose and its all the maps fault111!!1!"
Things that are the maps fault? Timings on points to be far for all players, harass-able high priority targets (cutoffs, vps, munitions/fuels), LoS mimicking, cover to be the same at all engagement zones and mirrored for fairness on the opposing side, height manipulation not blocking shot projection and room for all units to path everywhere on the map with visual clarity.
The only thing that westwall does not do well is the visual clarity and shot projection, can I path through those trees? Can I fire a pak shot past these dragons teeth? However everything else is fair, and is the same for both players. If it doesn't feel that way, maybe it is a balance issue.
Honestly, I really don't know why I waste my time on people like you. You would rather blame the map than the balance, it isn't our problem, and these maps were voted in by the community (infact when this one was in automatch, it was top 6 for almost 4 months IIRC), this one specifically judged by top 10 players before implementation. Were already tested and updated once and everyone was like "looks good" including players far above and beyond your skill level. The problem with maps in rotation is until all factions have access to the same standard tools, every time a balance patch hits this will happen (and this has been the case for the last 2 years at least). The only maps that are immune to this are the ones from the beginning of the games introduction.
What it really boils down to is that you think that the maps are the issues, when its over and over again balance. I bet you were one of the people that blamed map design when you got demo'd cause you know, thats a maps fault, or when mines were capable of one shotting squads... cause once again, the maps fault, or when stuarts religiously one shot squads... or when kubels surpressed, or isgs supressed... or the fact snipers may be strong on a map.