The map is ridiculously poor to play on. You made a map called " Compstomper Heaven" That should have been related to this map. There are too many houses. The whole "cross the bridge to assault your enemy" is bullshit. The enemy will just do 1 thing. Rush an engineer up to that point. Place Wire. And mines there, and then bam. That's it.
Clean up the tactical map. It's just too cluttered with garbage. Use photoshop to fix that up.
Make all water passable. It's ridiculous that only specific spots of negative cover water are passable. Make all of it passable, and you help mittigate the issue.
- OR BETTER YET: Just remove the whole bridge mechanic, and just have the player use the freaking roads to get across. Bridge maps/Water Maps suck in
CoH anyway. (I.E. Industrial River, and Blowlands.) I can just imagine this becoming the Pripyat map from CoH 2. Or better known as Scheldt 2.0.
Remove alot the houses for the Axis side. The map is too cluttered with housing. It's really open and forested for the Allies, and yet it's overly cluttered for the Axis. On top of this, due to the water, there are few ways to get around the map with vehicles. So good fucking luck trying to have a tank battle on this overly clustered map. Maps like Sturzdorf, or even Semois, that have towns and all of that have 1 thing that this map doesn't. The open places aren't too open, and the maps aren't too big. It's ridiculous. The Maps so big. Only connecting halves by very easily abusable single location water ways, and a bridge. Also. Why do axis have 2 VP's on their side, while allies don't?
The large amount of houses, make doctrines like Luftwaffa, and Urban WAY too good. And way too abusable. Just make 4 partisans from your opponents own houses and then wait till his army is crossing the bridge. Then BOOM. And honestly, I don't mind matches maybe favouring a doctrine, or not. (Looking at you Freedom Square) But if it's got something going on, it's not that bad. But that's the thing. This map DOESN'T have anything going on with it. There's no definite strategy's. Except arti-spam. And that's going back the the above Scheldt 2.0/ CoH 1 Pripyat/Arti spam map statements.
Also. Make the base sectors freaking bigger. It's so cramped and cluttered. Also fix the MG emplacements. The other player can just go around the other side of the Allies base and then go into it and start wrecking shit. And the Ally player can't do anything against it.
And another thing. Trying to make your map different is cool and all. But don't use that as an excuse for poor map design. Saying "Then it will play like all others." Doesn't excuse you for making your map crappy. The reason why people would want the map to play like others, is because those maps play well. Things like Demyansk, Karachev, Freedom Square ( To an extent), Msstow, are all maps I enjoy, cause they have basic CoH gameplay. Cut-offs. high resources, green cover, good flanking routes, and all of that. Things that make CoH good and different. But this map is like most water maps, and is filled with red cover everywhere. Hell, I'll give Blowlands the fact that there was at least green cover in a FEW places. With this, it's all in the industrial area. MEANING the Wehr, Ostheer, or PE side. So basically all 3 factions can defend their side so easily, without contest. It's ridiculous. As the only way to get past a defense like that is, guess what? Artillery of some form. Which is just a boring and poor way to design the map. So yes, you can be different. But you can't produce garbage.
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Last edited July 18, 2013 at 4:25 AM by JuhwannX