I agree Sep. I played it last night by myself. I think the map is good looking and it has some really cool looks from on top. But as you mentioned, it would take a lot of engineers both ways and it favors the axis. The bottle neck in the tunnel would be a real bummer for the allies.
Joined: Apr 30, 2009 Posts: 350 Location: In the line of fire... Status: Offline
Posted: Sat May 22, 2010 7:22 am Post subject:
Spot on sept. Me and ferapont had a blast on it and we came to the same conclusion. It seems like axis engis can lay down mines right beside the road, and as anyone who's played the Chateaux map with me will know, that can make it really hard to move the vehicle even a short distance. Given the length of the tank run, I'd say it would take 2-3 decent axis engis to halt the map.
The hallway bottleneck isn't too bad because allied can take the bunker route and steal flag, then escort through tunnel (even though the door has an axis flag, allied can still open the door into bunker), but yeah, this is well in favour of the axis.
Plenty of space for shooting. Long enough range to make seeing the enemy easy, but killing them hard. You see them, they see you, now you gotta get in range. I like that. It means you gotta move your feet!
Some really nice CQ combat in bunker areas and plenty of engi objectives to keep people busy.
Tank run is far too long. Fieldops could really make moving the vehicle a problem.
Mines can be planted by roadside, leaving the map quite unfairly bias towards the axis.
Good, but not great. With large numbers of players and plenty of action, I predict some lag for some players with slower PCs (like me). It has some redeeming features like multiple paths and plenty of hotspots, but this is negated by the overall axis bias. _________________
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