I wanted to thank Bryan aswell for his considerable contribution to this thread.
The main problem for balanced maps is the fact, that Allied faction are best at short-to-mid-ranged and Axis Factions at long range. Allies are the ones who usually are on the advance, while Axis defend. As a result, open maps always favour Axis and narrow, urban and Hedges and flanking routes filled maps favour the Allies. This makes balancing maps difficult.
My Vetos as Axis:
- Stalingrad
- La Gleize Breakout
- Semoisky Winter
- Kholodny Summer left side (if I could, balance issues)
- Kholodny Winter left side (if I could, balance issues)
- Faymonville Approach left side (if I could, balance issues)
- Semoisky Summer right side (if I could, balance issues)
- Semoisky Winter right side (if I could, balance issues)
- Road to Kharkov left side (if I could, balance issues)
- Minsk Pocket (if I could, personal dislike)
My Vetos as Allies:
- Crossing in the Woods
- Langreskaya
- Minsk Pocket
- Road to Kharkov left side (if I could, balance issues)
- Semoisky Summer right side (if I could, balance issues)
- Semoisky Winter right side (if I could, balance issues)
Main concerns:
- Faymonville Approach
I like this map. But the building in the middle is terrible. Especially if Axis start on the Northern side. You need a clear front to operate from as Axis (especially as Ostheer). Diffrence of night and day when Axis start out in the South where there are less Buildings and more open ground.
Remove the woodden fence in the South pls, because units always have to take a detour when trying to get to the middle vp unless you have a vehicle to run over it.
- La Gleize Breakout
Favours the Southern player enourmously. Easier access to buildings. In fact a terrible map for Axis in general with all the houses. Make it easier for the North to access the center by removing all the Stone walls.
- Stalingrad
Beautiful map, don't get me wrong, but just remove it. It's an Axis hell.
- Crossing in the Woods
First approach for a symmetrical map, beautiful. While beeing outflanked in the beginning by Allies infantry, the end always turns out into long range LMG spam. As I already mentioned, open wild fields and red cover rivers usually favour Axis late game.
- Langreskaya
I don't like the VP placement in the on this map. Even if you have full map controll, you usually only outcap your opponent 2:1 since there is always one VP directly next to your base.
Lack of cover in the center as Barton mentioned aswell.
- Kholodny Ferma
It's a diffrence of night and day whether the Axis player starts on the right hand side of the map or on the left. The right side is easier to defend due to more open ground, the access to fuel is closer as well.
The left side is a death trap though, especially with Ostheer. Especially when your opponent gets a hold of that house in front of the base. Remove the hedges on each side of the house as Bryan already mentioned.
- Kholodny Ferma Winter
Same as on the summer version. with the slight change of making it easier for the left hand side player to reach the house. This could be done with a slight gap in the woodden fence along the house.
- Semoisky
Axis have troubles here aswell as it is an urban map. The house at the right player's side has more windows than the on the left side, which is unbalanced.
Put the Fuel back to it's original positions as in the winter version of the map.
OKW Truck abuse is already known.
- Semoisky Winter
Remove deep snow around buildings for more maneuverability.
- Road to Kharkov
Basically what Bryan said. The northern Cutoff is simply terrible.
- Minsk Pocket
Even though the map is symmetrical (more or less) it has many issues and I don't like playing on it. The middle of the map is a mess (Pathing, only Yellowcover). The northern fort can be completely negated by putting down Barbed Wire (even more crucial as OKW with reinforced barbed Wire) while you can't do the same on the other side. This benefits the player in the south enormously. Where's the balance in that perspective?
While each of these maps are beautifully designed, I'm convinced that symmertrical maps bring more balance to the game. Crossing in the Woods is going in the right direction in that matter.