Hi Drecks,
Thanks again for making this great map. I have had the pleasure to play 6 rounds on this map yesterday and the day before with no less than 50-64 players on it. Thanks to 2.Fjg-servers for this!
I mostly agree with what Comrade Kaiser stated about the first 3 capzones, but I will bring up my version of it.
Up to beta 4 or 5, I thought that the first cap is too tough for the Germans to take, because the russian team was able to get too quickly into defensive positions. In beta 8, this seems to be not the case anymore. In fact, I find it almost too easy for the Germans to cap the first objective. Maybe it's possible for you to move the first russian spawning wave a bit closer to the capzone?
In the 6 rounds I played, only one round were the Russians able to hold the capzone for more than 3 minutes, thanks to a quickly, well-placed artillery strike.
After the first objective is taken, the battles tended to slowly turn back to the fights for the next 2 objectives. I yet have to understand how come, but one thing that was really irritating was that the attackers capped the zone, wiped out enemy forces and the second they tried to push forward, the capzone was already under russian attack again. And I guess (didn't count) that in all 6 matches on Coldsteel, the russians must have retaken the capzones for 20 times altogether. Nobody I talked to while playing actually understood how the russians were able to put pressure on the capzones that fast again. Even the russians.
At this point, I want to mention that you did a great job on the covernotes! Thanks for that. It's now possible mount MGs on the windows. I tried a lot of windows and where it should be able to mount an MG, it did that without problems.
The last 2 capzones offer epic battles. But again, it's a bit chaotic once in a while because the recapping of either one of them seems to be too easy. This of course could also be a result of players being new to the map and might be getting lost, but at this stage, it just feels a bit strange (I am comparing my thoughts from the former versions of Coldsteel which I have played with a max of 30-40 players most of the time).
The point Comrade Kaiser mentioned about the area which he would like to see more used during playing I can't really support. It's a great way of flanking the enemy, plus: it's sniper heaven. But once, either side controls that area, they can cause real pain and chaos to the enemy. I like that
Regarding the last capzone, I managed twice (don't ask me how and where because once I was there, I was surprised by myself) to get close to the russian spawn and all russians were approaching the final capzone by running from my 11 o'clock towards my 8 o'clock. They seemed to have little cover and couldn't figure out where I was. At this stage, don't change anything there, I might just have been lucky or it's a result of all players being new to the map.
Other things:
Performance
Stunning. Running smoothly between 60-85 fps on 1920x1080, everything maxed/ultrad out.
Graphics
The most beautiful map in the game so far! Only one thing I am concerning about: some corners inside of the buildings appear very dark. Couldn't see enemies/friendlies while they were maybe 10 meters away. This also sometimes happens when being in a dark place, watching into a bright place or vice versa. I tested some Graphic tweaks with TV brightness and Gamma, but the moment the shadows look "okay" to me, the rest of the map is too bright. So I am still under progress of finding the right settings for your map.
Gameplay
I love the fighting. Thanks to your covernotes it's great to play now. Especially capzones B and E are epic! Only concern: the chaos with recapping that I mentioned before.
Balance
So far, so good, but not yet able to tell you exactly. Players are still new to the map.
Russians won 4 times, Germans 2 times. No side ever ran out of reinforcements.
Another point: Maybe increase the round time by 5 minutes? The reinforcements seem to be plenty at the moment.
Hope this helps for the moment. I will post further feedback if I have sth to say.
Regarding COUNTDOWN
I only played 2 rounds of Countdown so far. And unfortunately with only 5 real players, rest bots. It's impossible to give you gameplay feedback on this. Only thing I can state regarding first impressions: The capzones for countdown are a bit too big. You might want to low down the capzones. Didn't TWI make it flexible with different sizes for the capzones for 16/32/64 players?
The time for capping a zone is short in CD and with the current size of the capzones, defenders can simply hide in the cap and wait until time runs out, rather than fight the enemy.