-The map in some places is narrow and there are many houses that with a mg inside are very powerful on this map because they block very important entrances.
-A player who is playing for the first time finds himself going through nature and feels strange.
Most are minor suggestions.
001.South Base.
There is a group of bushes that are not necessary at the base
002.South base
The arc of the bunker reaches even the path. It is better to move the bunker so that the enemy can use that path.
003.South
004.Soth
005.North
006.North
In the early game troops can enter this nature group. It is best to put bushes and fences so that it does not feel strange.
Then in the middle and late game the tiger crushes everything.
007.North
The arc reaches a path near the west base. Replace with another house that is not garrisonable
008.North
Add a high wall of wood or nature, so that the enemy can approach and throw grenades or move around the place.
009.North.VP.
There is enough nature to provide cover, fences are not necessary and block strategies with atguns, mgs and mortars.
010.North.
too much punishment. Those bags should be replaced by nature.
011/012 Tiger
In the player's view there are bushes and a fence, but in the mid and late game this area is crused. I suggest that the stairs be widened more. Yeah we still see nature in the early game.
013.Tiger.
The lowest point of the ramp should be flatter. The highest point is more difficult to flatten.
Try to smooth out the low ramp
014.North.
This house has 360º of arc and vision. Add wall or nature to at least have a side that the enemy can approach
015.North
-There is a bush/tree inside the point that is too big, And that size is annoying. Replace with a smaller one. -There is a bush that hide the door of the house. move or delete.
016.North
017.Middle.
018.Middle
This situation is predictable because we have few movement options and strategies. More strategies must be added, such as adding more entries to the sectors.
019. Middle.
This church can nullify the movement of the other area of the northVP. There is only vision blocking in half area. The view of the church should be blocked for the entire north path
020.Middle
This blocks the front passage for ATgun, MGs and mortars to reach the church
021.Middle
-The ATgun can pass, but turns due to the ramp/fence. -Then the door should be open.
022.Middle
In these three cases it can pass, but you have to remove debris so that the entrance can be seen,
and separate or remove in some cases metal_post_01 to prevent it from passing through hedges_ .
Maybe also eliminate some edges.
023.Middle
024.Middle
025.Middle
They are two long walls. and you don't know where the ATgun is going to move
026.Middle
027.Middle
The houses are very powerful on this map. Add a wall or nature so the enemy can get closer
028.Middle
-ATgun can pass but you have to move the bush a little so that the path is visible. -In the other path ATgun cannot do it..
029.Middle.
030.Middle.
031.Middle
032.Middle
033.East.
034.East.
ATguns chooses long paths.
Objects marked in green are a wall for the ATgun and must also be moved,
to create an area where bunkers can be built.
035.East
-ATguns chooses long paths.
-And these doors must be open to have a more strategy
036.East.House
These two houses allow you to reach this bridge and path near the base with their MGS arcs. It is best to destroy them.
037.East.
038.East
039.East
040.East
041.East
042.East
043.East
044.East
the arc MG is very long, better add high wall
045.East. South player has better access to the VP house. -A section of the wall should be removed so that players from the north have the same access. -Remove debris in the south
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