GOOD:
1. Cool water effects. Nice look over all.
2. Great minimap.
3. The load screen looks familiar somehow. Something about it.
BAD:
1. A lot of hill areas. May cause ground shots, questionable pathing issues, etc.
2. Some point placements are broken. The actual point is too far to the outside of the capture area. The AI may not be able take the points. I have seen kubels have issues on this map.
3. The river is located mostly on the left side of the map. This may not be an issue since there is a mirroring red cover road. High level players will need to make this call.
4. Are there multiple water sources that may lag the game? The water may wrap around the outside of the OOB area and only be one source for the lower level. But there could possibly be three water sources right near each other.
POSSIBLE CHANGES:
1. The hedgerow left of the middle bridge makes a very tight path for vehicles to get thru. Could remove 1 or 2 of the hedge objects to open it up.
2. The middle victory point second up from the south is right in the mouth of a wall opening. This is awkward for light vehicles to get thru.
3. Base defenses could be a little better. It is possible to attack buildings without being seen by the MG bunkers.
SCORE:
8/10 - The few nagging items drag this map to a 9. The hills and water make me want to deduct another point. I am fearful of many vetoes after someone loses a game because their tank or AT gun will only shoot those poor worms located in the elevation changes. I am also Pro-Worm and am eager to protect their way of life This should easily be a 9 after some changes.
Profile of RoswellBonewell
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Rosbone_Mako: A noob who really likes carnage on a massive scale.
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Post History of RoswellBonewell
Thread: Counterattack at Aachen22 Aug 2017, 00:30 AM
In: Map Contest 2017 |
Thread: Alliance of Defiance21 Aug 2017, 23:54 PM
GOOD: 1. Looks good lots of cool bunker areas. Cute things like three dead trucks around a pole 2. Good cutoff design. BAD: 1. A couple points have objects that pull infantry out of the capture area. 2. The large trench pit outside the Northern most base may hinder pathing for vehicles since there is a point in the middle of its exit. May want to move the point to one side to create a clear path thru this area for tanks. Modify its mirror trench as well. 3. The interactivity stage has bumps that stop camera movement along the perimeter. 4. It needs some minimap work. Easy fix for some. Contact one of the other mappers for assistance if needed. POSSIBLE CHANGES: 1. The middle point next to the middle VP is very close to the VP. Could move it more to the left etc. 2. The map lacks some sight blockers in the middle. May favor long range units. There are lots of cover areas so maybe its not an issue. 3. The east spawn gets two Buildings on the southern VP. There is plenty of green cover around to make up for this so I assume it has been thought of and worked around. SCORE: 8/10 - Almost 9/10. This map will be great very soon. Just needs a few finishing touches. In: Map Contest 2017 |
Thread: Elsenborn21 Aug 2017, 21:54 PM
GOOD: 1. The Visual look is good. There are a couple of interesting parts mostly on the outsides of the map. BAD: 1. The western VP has haystack creating green cover. Not mirrored on the eastern side. 2. Not a lot of reasons to fight in the middle until late game. The game may be split into two 1v1 matches on sides. Could swap Munition and Fuel points to drive fighting to the center. Having the cutoffs the in center may help as two teams could drive to one side + middle and take cutoffs. Thereby having two VPs and cutting supply for the enemy. 3. A few points have cover objects that pull infantry out of the capture area. 4. The north and south cutoffs have differing cover that both favor the north spawn. 5. The hedgerow and ditch above the west munition point create an imbalance that favors the south spawn. Flanking will be easier and mortars can hide in yellow cover. POSSIBLE CHANGES: 1. The fog looks creates a sort of washed out look. Could possibly reduce it a little so it does not look so washed out. 2. The middle area lacks some visual punch. Maybe add some buildings or other objects to create some visual interest. SCORE: 8/10 - The map looks like it would play very well with lots of flanking options. Could use some better visuals to take it to the next level. In: Map Contest 2017 |
Thread: Motorway 6621 Aug 2017, 17:46 PM
GOOD: 1. There are a lot of great areas from woodsy to urban to highways. 2. The minimap showing areas around the lake that cannot be traversed is a very nice touch. Some people also like to cut out sight blockers as well, but sometimes the capture areas get too busy. 3. The lake/dam design is very cool. BAD: 1. The most glaring issue is the river along the top right. The right side is punished and choked off with red cover while the left side gets full health buildings to fight out of. 2. The large church over looking the top fuel will create the 1st team here wins type of foot race at the start of the game. 3. There are a large number of full health buildings. 4. All of the buildings and VPs are in the north. All initial play will be to push the top urban area. 5. The Bottom section has large elevation changes. This may cause units to shoot the ground instead of the object they are shooting at. POSSIBLE CHANGES: 1. The urban area could use some love. Maybe add some hedges, bikes, posts etc. Add more splats/splines and blending. 2. Swap the bottom fuel and VP points to create more interest in the southern part of the map. 3. The tall wire fence by the log stack at the bottom could be removed to allow more freedom of movement for the east base players. 4. Could move the top river section to the middle of the map and around the church on both sides. Or just split the river and Y it off to the left as well as right sides. This would also remove some of the full strength buildings. 5. The buildings in the south look imbalanced because the smaller has limited windows to fight out of. But the way it is layed out visually looks nice. Maybe lose the large building and replace it with a similarly cool little building setup. SCORE: 7/10 - This map has a really cool feel since you can fight thru a nice feeling little village. Its current layout has the river issue and mimics Lorch Assaults VP layout which many players hate. This map would be a great Bot Stomp map for sure! The Lake/Dam splits the map in two. Creating basically two 1v1 maps. Since most of the VPs are north it may work out cool since it may actually push all four armies into a giant battle in the small north urban section. In: Map Contest 2017 |
Thread: Fontenay-le-Pesnel21 Aug 2017, 16:58 PM
GOOD: 1. Map looks good. Water is a little fast and disorienting but not a problem. It would be cool if the water could push infantry around when going this fast. BAD: 1. The far Left and Right hedgerows along the river are a little large and create choke points. 2. The smaller hedgerows are not totally balanced as the south hedge has a hole in it. 3. Fighting across the red cover river may be an issue leaving artillery and indirect fire to decide the winner. There are some good flanking areas so time will tell if this is the case. 4. The interactivity stage has corners which will stop camera movement in odd ways when panning around that area. POSSIBLE CHANGES: 1. Could use some more splats/splines and possibly alpha blending on existing items. 2. The upper fuel point area feels unfinished. Could use some hedges or posts to punch it up visually. 3. The tank traps along the middle may hinder vehicle play. I did not have major issues but its possible and deserves a second look. 4. Some object placements may hinder light vehicles such as the wood pile/dead truck outside the north base. Items could be moved away/close to create larger paths thru the area. SCORE: 8/10 - This map is very close to great. With some visual and hedgerow adjustments it could be great. Time will tell if top players veto it due to the large red cover river area. In: Map Contest 2017 |
Thread: Lorient21 Aug 2017, 14:20 PM
GOOD: 1. Interesting Cutoffs. May be too far back to be contested, but it is nice that they leave two points free (can use caches to regain lost resources). 2. The buildings overlooking the fuel have no rear windows so they benefit the closer base. Map seems to be balanced very well. Except the West building has a large fuel tank blocking the west windows, this should be removed. BAD: 1. Bases need rotated so USF weapon racks are towards play area. Always test your map as USF initially. 2. The interactivity stage has abrupt corners which makes the camera movement a little jerky and will block camera movement at some points. Could smooth it so you can move freely all around the perimeter. 3. The long lanes with no cover may make this an axis friendly map. However, there are some flanking options. Could maybe place some of the cover objects on the road side of walls to allow for closer combat options for allied forces. CHANGES: 1. The left middle isolated point is covered from mortar fire by the structures above it. The right side is open. 2. The base areas are a little small. USF bases takes up most of the area which means tanks will not be able to get around in the base areas. Maybe thats a good thing 3. There are several long walls that could benefit from an opening. But they can be vaulted by infantry so its not a major problem. Since vaulting is a game mechanic that adds additional micro skill, maybe this is a good thing. As long as retreat paths do not get too long or force infantry into enemy territory. 4. I would be tempted to remove the large log piles in the very center to allow for larger engagements. This is a team map so room for all four armies to fight the middle may make for cool late game battles. 5. The seagull sounds need to be MUCH louder SCORE: 8/10 - This is a very cool map but needs a couple touches for the next round. In: Map Contest 2017 |
Thread: Argonne21 Aug 2017, 13:37 PM
GOOD: 1. A lot of cool ideas and setups. 2. Interesting Fuel cutoff points. BAD: 1. Has mappers name on load screen. 2. Red Cover road around East bases. If the enemy pushes with MGs you will not get out of this base for a long time. Having to cross RED cover will result in dead or pinned troops. 3. A couple trees in West base block pathing from base. Small vehicles will stop and turn a lot trying to get thru here. 4. The Fuel setup appears to be unbalanced. West Fuel has two buildings covering it, the east has one small building. West fuel is setup as a long lane leaving limited ways to reach it, East fuel is open most directions. Maybe this is intentional as asymmetrical balance. 5. Need to check the spawn points for size. Large tanks may get trapped in the spawn area if it is not wide enough. 6. The small rock piles on the north points cause pathing issues for vehicles. Maybe remove a couple of them or place them closer together in sets to keep lanes open where vehicles can get thru. They are evenly spaced now making it a maze for your tank to traverse. POSSIBLE CHANGES: 1. Could use some more splats/splines for blending. But how many is enough really 2. The roads on the left side have interesting cover. One road is RED cover for some portion then it is not. The muddy trail is RED cover where maybe it shouldnt be? 3. The Left side bottom has a trench wall giving GREEN cover and the right bottom has mostly YELLOW cover. 4. The middle is very tight. Large vehicles can not get thru this area easily. The map seems to want large engagements on north and south, leaving the middle section for infantry flanking only. This may turn into an MG battle. SCORE: 7/10 - This map has a lot of possibilities. Some rework may be needed to move up to the next level of quality. In: Map Contest 2017 |
Thread: Ponary Forest 2vs221 Aug 2017, 02:29 AM
GOOD 1. Map has a very real but playable forrest feel. Very hard to pull off as pathing goes with all of the trees etc. BAD 1. Some of the very tall groves obscure the lane that is behind them. Maybe replace a layer of tall trees with smaller ones if possible. 2. Needs some scrub or grass around the naked buildings for artistic reasons. 3. North and South VPs do not appear balanced. South has grove around it making it easier to take from south. I will rewatch the replays posted above and see if that is the case. POSSIBLE CHANGES 1. Maybe replace the large oak tree south of the north VP for obscuring view below it. Again peel a layer of tall trees off if possible. 2. The ground fog is a little dense and abruptly cuts off about 15 ft up. But this adds to the ambience so I would not remove it. Maybe tweak it a little if possible. 3. There are virtually no shadows, which is probably very realistic to light scatter in the fog, but in the game engine it disconnects the units from the ground so they appear to float. This may be an issue with the ground fog itself and cannot be changed? In that case I would leave it alone SCORE 9/10 - This map is very unique in its presentation and also seems to really allow for the preferred method of play. There are numerous flanking options. This is very much a players map. In: Map Contest 2017 |
Thread: Reichswerke21 Aug 2017, 02:16 AM
GOOD 1. The map has decent visuals. Could use some more industrial objects to give it a more closed in factory area feel. BAD 1. There are a lot of FULL health buildings. This will surely be an MG favored map. Especially since the buildings cover key points on the map. There are several lanes that may help flank garrisoned MGs but with the building strength so high, grenades may be useless, etc. May turn into a mortar fest. 2. The East base has a large full health building right outside it to the north. If the enemy gets an MG in there, that exit of the base will be shut down for a long time. 3. The east base top cutoff has a building covering it. The west does not. This could make the map favor the west base spawn. CHANGES 1. This map has no bomb craters, etc. Everything is clean and untouched. The look could be changed to a more post battle look that would allow building healths to be reduced so they are not so dominate. SCORE 6/10 - With all of the full health large buildings, this map may get vetoed often. In: Map Contest 2017 |
Thread: Itter Fields21 Aug 2017, 01:05 AM
GOOD 1. Good feel and atmosphere. 2. Some very cool visuals like the destroyed house on north point. 3. Lots of flanking options. BAD 1. Needs mini map and OOB area work. Contact one of the other mappers for help if needed. Pretty easy stuff to do once you have done it once. 2. There are some weird RED cover areas for no reason. Like one of the points is all RED cover? 3. Points are all in mid of map. No reason to push past the middle of the map. And if you get pushed out of the middle, you lose almost all resources gg. POSSIBLE CHANGES 1. Some points have objects just outside that pull INF from taking points. 2. Is the front Munition point a cutoff? 3. Some objects could be moved that cause pathing issues like wood stacks and brick stacks that are spaced apart a little too much. this makes light vehicles drive in circles trying to get thru the area. 4. Some of the roads have RED cover and some dont. Looks like a spline or something is making random RED cover areas on the map. Check in worldbuilder for cover. SCORE 7/10 - This map has a lot of potential. A little TLC and this could be very playable. I would like to see this map after the 2nd round of updates. There are four maps that have this general open layout that will probably all play well: Itter Fields, Fields of Winnekendonk, Elsenborn, and Poltawa. In: Map Contest 2017 |
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