EH,
Was pleased to see you in map for the first time earlier. I started off in Allies, got disconnected, rejoined as Axis for the second round, got another disconnect and then rejoined Allies again, for the third round. The server was struggling like a nun that goes onto a nudist beach for the first time - spluttering all over the place. I had "blank shots" from every one of my clips a few times too many due to the server having seizures.
In reference to your Nazi comments, yes there was loads of it. While on the Axis side I saw you putting a guy in his place. This same person being the first guy (in two years of RO) I have ever went into the Control panel and muted and ignored all text and speech from. What a royal pain in the *** he was. There were a couple of others that could have had the same but they weren't so persistent.
About your map itself. I played Beta 2 a LOT, and personally think it is the best epic map in RO. During the rest of this little* note you will see my negative opinions on what I have seen of your map so far. Bare in mind I actually like it, and am suggesting the areas where you may consider some changes if you agree with my views.
I like large maps, that give you the sensation that you know you are winning because your team is playing well against another equally good side, and not because they are deficient. In Beta 2 there were a couple of areas that didn't quite work properly.
-Allied side - the Dornburg apartments, which was hellishly frustrating in Beta2 with bad tankers, and the limited access points for the Allied to gain access to the capzone..
-The Moltke Bridge. Again Tankers, but it is the least satisfying bit of your map for infantry as well.
-Axis side - The windows at the Dornburg apartments overlooking the Command Post approach, because you cant get the rifle rested sights at the windows, so the gun always sways, and you cant aim carefully. I found the Axis side overall an enjoyable experience in Beta2.
My impressions of Beta 3 are as follows.
-The Dornburg Apartments are now good for the Allies - Maybe a little too easy? But it could have been a poor axis team yesterday. Those windows that have been opened up along the side, looking at the cap point are maybe too much? Whereas previously in Beta 2, there was limited places for the Allies to lay defensive fire, before running across that open space, there are maybe too much there now? Perhaps a few less open windows?
The Pantherturm area was way too easy last night for Allies. I like that it usually takes 5 - 10 minutes to get through that area in Beta2. Seemed a lot easier last night. Didnt really notice any changes from B2 to B3 that would explain why though.
Deutsche Bank to the Moltke Bridge Approach was rolled up very quickly for the Allies each time. I played as Axis one of the rounds, and just couldnt get into a position that I could do anything about stopping the caps. Perhaps there are too many areas opened up for the Allies to advance? And hence not enough bottlenecks to slow it down? I cant suggest any area, for definite because it was over so quick, I didn't notice any particular change that you had done that may have caused this.
I think the success of your map depends on the epic feel. It has to be a hard slog for both sides over the whole map. It just felt easy last night for Allies as opposed to being due to the skill factor of both sides. As a result the map boiled down to the Moltke bridge which is a huge open area bottleneck. Because we spent 30 minutes there, it is the least enjoyable bit of the map. Especially when there are so many parts of your map that are great to battle over, but Beta 3 doesn't seem to get the flow right so that we could enjoy them.
Beta2 seemed to have the Cap Points in a good flow. Hard to capture - easier to capture - really hard to capture, hardish to capture, Easy, Hard, Easy, Ridiculously Easy and then the monstrosity that is the Moltke Bridge.
Hope this hasn't felt too negative, it is well intended to offer you opinion on your map. I could point out things that you have definately done right! Like moving one of the buildings at the Forward Command Post for Allied Spawn protection from the spawn camping Axis Mg'ers. The destroyed building at the Alt Moabitstrabe - looks and plays great. The easier access to the window on the left so that you dont have to crawl as Allies approach the AltMoabit Hotel. (Didn't like the stairs inside there though as it made it very easy for an Allied MG and rifleman to stop Axis getting into the Hotel cap)
Anyway an excellent map, as I am sure you are aware. To summarise my above, I think you need to keep some of the bottlenecks and not give too many easy routes for advance.
*I knew that it wouldn't be little!