Also it was kind of weird how It the old C and D caps were available at the same time. Being on opposite sides of the map. You also had to navigate your way around E with all that spawn protection. Made the map feel restricted.
Wouldn't it be better to have the New C and the old C (new D?) active at the same time. And the old D and old E active at the same time.
so like this
B (New Cap)
C (mansion du maire old B) & D (Quatier de East old C)
E (Theater) & F (Chicken Farm)
Or should A and new cap be active same time??
Increased map time by 4 mins Modified Reinforcements Allies 400 Axis 380 Modified A Cap "Hotel" to make it easier for Allies to capture Added a new B Cap at the main intersection of the town Added a second floor to the building now in B Cap Fixed loud chicken dying sounds Changed Flow of caps for a more smooth gameplay Modified Final Cap to make it easier for Allies to Capture Added more Covernnodes Added Satchel pickups in Windmill Added destroyable fences Fixed Infinite Mortar bug Fixed several windows that could not be mantled Fixed an invisible Ammo Resupply point in the Windmill Adjusted brightness slightly Overhead map is now sharper (1024 pixels now, was 512 pixels)
A is fine
B is fine
C needs to lock when capped. Only issue with C and D really.
E, the barn needs to take longer to cap, F, the theatre is fine (I think I got those the right way round).
The windmill is a strange cap. Don't know what to say about it.
Last objective is probably the hardest to defend. It may need to extend further back a bit so there's more rome for the defenders to stand in. Also more time for it to cap would help as well. All the Americans have to do is clear one of those buildings then pile in while pinning the windows of the other buildings.
I still think A is too hard to take for US troops.
Have played this map since the beginning and hardly have ever finished it....sorry I'm not good for proposals...