This is definitely my favourite map so far, you guys did a REALLY excellent job. Congrats! Here are my criticisms, for what they're worth:
-I find that the map is still weighted a little too much toward tank combat. This can be frustrating for infantry at times, especially with the size of the map. Less tanks, more infantry I always say.
+ Without removing all tanks, I can't see a point in fewer. Yes, at times in B1 you can have three or four running around, but that doesn't last long. The insertion of the BT7 and removal of one KV over most of the map will change things. The BTs and KVs will be mixed depending on the region of the map being used. Expect 2 KVs at the end for defense etc.
-The beginning of the round is rough. I understand the concept of blitzkrieg, but having the Germans start within spitting distance of the first objectives makes it all a little pointless IMHO. If anything it's disheartening and frustrating for the Russians to lose the first 2 or 3 objectives barely before they can select a class or leave the spawn, and I don't see what this adds to the gameplay. It's just not very fun. If the allies had even a little more time to set up a defense this could be avoided. As of right now the whole first part of the map is barely used as it gets steamrolled by the Germans in under 2 minutes.
+ Exactly. That is the point. What I originally was aiming for was a two-flank approach to the map, explained elsewhere in this thread and the main 'Preview' thread, which you can read if you wish. The entire point is to not hold that ground, but rather slow down the assault. I have honestly seen fairly full servers hold the Germans up here for upwards of 10 minutes. If the Germans can't get their crap in order, the KVs will be there in about 2 mintues and then it is hell on them. This, in my opinion, forces teamwork for second one for both teams. This is a design concept.
-The village CP area is a nightmare for infantry, and not for the right reasons. The flimsy little fences offer no cover or concealment, but since you can't climb over them (a feature RO sorely needs) the infantry are forced to run all the way around them into killzones on the streets. Being killed because you somehow can't mantle over a puny stick fence or sandbag bunker is a frustrating problem with RO maps in general. Adding different infantry routes through the plank fences separating the houses could help, or just adding more openings in the streetside fences.
+ Exactly. As I have said before about fences, be thankful that these are all that I put in. I have modified B2 with more cover around the village, not a lot, but some. I have looked at more holes in the walls also and am still undecided. I don't want easy 'rushes' to the cap zone. Why should everything have to be easy? I may make more holes, but I will not remove them.
-Annoying bulletproof bushes around the treeline need to go.
+ Being a UT mapping noob, my mistake not making them non-solid. Ofcourse, now you can sit blindly on the far side of one and shell the crap out of the guys on the other side....with a spotter this is rather lame.
-I'm another crazy guy that thinks snipers don't really add much to the map.
+ Probably not removing them. Only a couple people saying 'no snipers'. Yeah, the chaff people, but it's part of the game. Don't sit still. Change your tactics. I don't want to alienate a whole group of players from the map.