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russian armor

Striking Eastern Scheldt

19 Aug 2017, 16:08 PM
#1
avatar of 0ld_Shatterhand
Donator 22

Posts: 194

Visuals
Minimap looks amazing. Loading screen is rather boring. Place some units, let tanks shoot each other etc.
The map captures the rural/harbor atmosphere pretty good. Color tone is also fitting. Has good details, although on the right side some things are copy pasted (benches in a circle). The two distinct areas define each area very well, so orientation is easy. Overall the map looks really good.

Gameplay The map has way too much red cover. Combined with all the green cover, fights and retreats are brutal. Attacking is dangerous and flanking even more. So Gameplay boils almost down to sitting behind sandbags and bombarding the enemy with artillery because attacking with units is so dangerous. If flanks fail and you have to retreat units throw enemy lines they are almost certainly dead due to the red cover.
If you play the map for the first time and retreat conventionally you will lose units left and right. Once you are in the right mind set, you will begin to blob more, because how effectively you can focus down squads. Two to three grens with lmgs can kill anything within seconds if it stands in red cover.
So in conclusion, the red cover need to be reduced heavily. Either break it up with craters, yellow cover or just remove it outright.
The mid VP and muni create stalemates, thanks to the narrow corridors. Flanking is not really an option because of the red cover. The right side plays out more nicely, although the far right muni point is very easy to block with trenches/mines and barbwire.
Same goes for the far left. Trenches can trap infantry and vehicles. Also, the pathfinding is sometimes really frustrating. Vehicles get stuck on stone pillars (red)

The whole left side is a pathing nightmare. Fighting around the train on the left VP is also complicated. It blocks the sight too much, so what you suddenly stand in front of the opponent. Remove some part of it.
Entering the Left side is also complicated, due to the small pathways and choke points. The bridge is really difficult to use, because of retreat paths, that can go throw the middle -> dead unit (=red cover problem)
Overall the left side needs way more room to maneuver units. By maybe changing the amount of water in this area (maybe invert the land/water area, so bridge= water and vice versa).
If vehicles should stay out of this area, don't even allow them in it.
The fuels have only one entrance -> barbed wire and units are trapped.
Positive things are, the lack of important houses, no major points to rush at in the beginning, good base distance. And the resource layout creates a nice refreshing game style. Medium tanks can transition very fast from side to side thanks to the bonus speed of the road, which makes tank combat action paced and very fast. If possible keep it.
Overall, with some improvements, this could be a very good rural 2vs2 map.

Here is the replay of the second round. Unfortunately didn't save the first one.
19 Aug 2017, 17:16 PM
#2
avatar of |GB| The Hooligan486
Senior Referee Badge

Posts: 3602 | Subs: 1

Ill upload the first game later, pretty sure i saved it.
19 Aug 2017, 18:30 PM
#3
avatar of RoswellBonewell

Posts: 38

GOOD:
1. Very cool visuals.
2. A lot of detail.
3. Attention was given to balance. Garrisons match and have matching sight blockers for flanking etc. Very well done.

BAD:
1. The middle water section does not give exact balance to the mirrored building north of it. Water side cannot get as close with mortars(especially emplacements), etc and the northern side is more protected.
2. The four major lanes may create MG/Mortar spam where north may have a small advantage. Would suggest to remove the mid water and buildings to allow for a more open engagement area. But that water section looks so good!

CHANGES:
1. Are there multiple water sources? Will it lag?
2. Move the Middle VP to between buildings to make harder to camp.
3. Open the left side for better vehicle movement. Maybe remove that sexy train wreck :( Or make the water areas smaller so far left is wider.

SCORE:
8/10 - Its a nice change of pace but many people may veto it in its current state.
19 Aug 2017, 19:21 PM
#4
avatar of |GB| The Hooligan486
Senior Referee Badge

Posts: 3602 | Subs: 1

First game on this map:
19 Aug 2017, 19:25 PM
#5
avatar of Tric
Master Mapmaker Badge

Posts: 1466 | Subs: 4

I will post a video about the map, as there are plenty of things that need done and I can't take all those screens.

Pathings is horrid. One teamweapon drops somewhere and all the sudden mediums have to go all the way around something, meaning anything that doesnt have a turrent (su76, stugs, ect) are horrendous on this when trying to actually maneuver.

Tons of negative cover

And ontop of batching blocking, there are also "secret" paths that you won't notice straight away.

A minor thing would be where the train is destroyed along the wall spline, the terrain was never smoothed, so it looks very very fake.

Will try to post a video in the next few days (tuesday most likely)
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