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Final Map TE-NoMansHill

-=}WoLvErInE{=-

Grizzled Veteran
Mar 14, 2011
1,793
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Chi-Town
www.wolvy.net
Please keep in mind this is "Not" my map. Danh is the author of this map, and he no longer has time to work on it. So for now I've taking over the project. I will be re-cooking and making changes to this map from here on out for the community.



Hi everyone!

This was originally my second map but I took a break and made Der Iwan Berg. Now this is my third map. It is a king of the hill styled map. There is a large hill in the middle with trenches surrounding it.



Old change Log:
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Features:
Combined Arms
Long Range and Close Quarter Combat
Trenches
Little Cover

Screenshots:
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Development:
<a href="http://forums.tripwireinteractive.com/showthread.php?t=84220" target="_blank">[url]http://forums.tripwireinteractive.com/showthread.php?t=84220[/URL]



No Man's Hill Final

Download Client & Server Files: No Man's Hill

Subscribe To WorkShop Version: Coming Soon
 
Played this map several times now, the big problem is the huge distance in this map after capturing No Man's Hill. Defenders have close to nothing to run and they are in the capzones. Attackers have to run like thousand miles to reach their objective.
How about using halftracks? It's not like they can rush in straight through as there is lots of craters that prevent easy driving.

Also I noticed that the Soviets got more tanks than the Germans do. They operated 2 T-34 at the same time. Is that deliberate?

Speaking of tanks, the problem is that one tank after another arrives and if you have wasted one the next one is already there. Either put a large delay on tank respawn or put resupply areas with satchel charges in each objective.

My best suggestion would of course be to activate the AT guns but sadly they can't be utilized.
 
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