As an exercise and because I have years of modifying map experience:
RosboneSkaya
Completely relaid out with a long list of changes. I have a feeling it will play closer to Kholodny Ferma now? More Yin/Yang with skirmishes over center cutoffs.
- Moved VPs to normal locations.
- Moved buildings slightly.
- Added sight blockers around buildings to limit their effectiveness and allow flanking. My thought was an MG should suppress you once. You retreat. You return and flank/grenade/mortar. So the buildings still have decent vision of the map, but do not have vision at their closest base.
- Moved a shed to the north side of map to mirror south.
- Removed base GREEN cover.
- Removed all RED cover.
- Increased south base size.
- Fixed base rotations for USF.
- Optimized tile chunks, some exceeded 8 tiles/chunk. Changed to 4 or 5 with no visible quality change.
- Flattened the major hills/elevations a lot.
- Many points have sight blockers located so you can approach and take the point without being seen by buildings.
As stated above, I like to make MGs in garrisons useful but not OP. I also like the idea of limiting them a lot if close to a base. Here is an example of how I tried to implement that:
RED lines are sight blockers to allow approach to the garrison.
GREEN lines are green cover.
BLUE lines show approach paths for the blue MG garrison.
PINK lines show approach paths for the pink MG garrison.
Other options are putting sight blockers right on the building or using buildings with no windows. Both of those have their place, but just feel wrong to me in some instances. Like I said, the MG should suppress you once then move out of the garrison because it will get flanked/grenaded/mortared the next time. Thoughts?