I have been very sick so I haven't been around to see much of anything.
Just wanted to ask, on the left side of the map there are 2 very low HP buildings, meanwhile on the right side there are 2 very durable full HP buildings (and other 2 durable with bit less HP)
Was it made on purpose or?
Buildings balance is based off of garrison strength. So the buildings that seemingly have more hp are close the same values in the other buildings (or they should be, I'll check just in case), also take into consideration the amount of windows for each building and overall usefulness.
Gorgeous but impractical.
In my first game on it I had some truly infuriating pathing errors with tanks refusing to go down the north western ramp, and instead taking themselves down the central path. I also found the central area to be mg city with very slow play. Then the rest of the map to be annoying to traverse north/south due to the ramps.
It feels like a concept piece that would work very well in a game with a more modern and adaptable engine.
I daren't think how many hours went into creating something so aesthetically pleasing, but will ultimately get vetoed into oblivion.
I think generally the cover needs redone in the middle and an additional pathway from the base needs opened up (especially in the western base), which some people have cried about in the shoutbox, but as usual can't actually take the time to post feedback, so thank you for taking the time. Either way will be making changes to the map to try and adjust the flow. This was something that we discussed originally, as I felt the green cover was a little too "heavy" but the map was made to compliment daves play style, which is heavy smoke usage, so this map really rewards players that use smoke for aggressive all ins across the map simultaneously, good for tournament play, bad for automatch. From the games I've seen there are a few very obvious changes that should make the map flow better overall, while alleviating the wonkyness of path finding. This was the dark horse of the maps coming into automatch before it was even implemented, the problems are all ones I agree with for the most part (outside the mines issue that someone else posted)
The cutoffs on this map are really problematic in design, imho. The narrow entrance already makes it incredibly easy to MG-pin someone's cut off, but the shotblocking train carriage really takes the cake. It allows CQB squads to hide behind a green cover sightblocker while taking the enemy cutoff. It's impossible to force enemy squads off since you need to be ON the cutoff itself in order to even engage/fire at the decapping squad. Most games on this map are won/lost based on abusing the sightblocker on the cutoff strat pt.
This is basically reverse Kharkov, isn't it? Instead of miles of negative cover on the path to defending your cutoff, in Deutz you can't even attack the enemy units decapping/holding your cutoff unless you're close enough to knife them.
I assume you are talking the north cutoff? This is an easy fix, just remove the los blocker and introduce the way over the train I originally wanted. Will be fixed in the next patch, thanks for posting, and I agree.
Is it possible to mark the spots in the middle where the paths to the top section are? From the default camera angle it is impossible to discern where the paths north from the central lane are. Would be a nice qol for default camera users. Nothing important gameplay wise, just make them more visible.
The ramps will be wider in the coming patch, but I never really noticed an issue personally or had one reported in the testing, will play with a few things to make it a bit more obvious going forward to try and improve the visual clarity.
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VS
Fortune
Voxy
Look at this two pictures, can you tell that there are ostheer mine fields? Better yet, two of them!
My opponent spent 30 munitions to exploit this design, and got two of my infantry sections because I can't even see the signs even when zoomed in.
PLEASE, someone needs to review this kind of crap before they make maps live for ranked.
EDIT: replay uploaded for anyone to test in his graphic settings.
I can see them no problem, as others have stated in your
other thread. It seems like good usage of LoS blocking from your opponent.
Sorry to say but that is a l2p issue. If someone walks into a demo from LoS which is on trending like once a month. Is that the maps fault? Cause LoS exists and has always been exploitable? I can clearly see the mines from both of your screens without even loading them full screen.