Hi Shadowwill,
Just had a chance to run through it 4X on the RGN server. I love the look and the lighting! It seemed to run just fine on my crappy video card. I didn't check the FPS but it didn't stutter or act sh**ty. The fog level seemed just right. It felt very humid.
Here were a few of my thoughts:
I played all rounds as an Allied rifleman. There were about 8 or 9 players per team at the time.
Spawn protection for the Axis seemed a bit large. I didn't have enough time to get back to Allied lines after the Axis capped its objectives. This happened on Objectives A & B for sure and on others as well. Maybe make spawn protection smaller or lengthen the time by a few seconds.
The walk from the Allied spawns seemed a bit excessive when compared to how quickly the Axis captured their objectives. This may be due to the amount of impassable terrain and other obstacles or server settings as I think the RGN server has Classic running/sprinting speed; or our team just sucked
It seemed that the Axis had an advantage in general
Obj, F: The objective indicator was still flashing and spawn protection for that objective was already enabled, prevented me from continuing to attack it.
When the Allies have to fall back due to spawn protection, they fall back into areas without much cover. This makes it very difficult to mount a fighting retreat. Trying to fall back to the next objective usually results in getting shot in the back. This is exacerbated by the run/sprint limitations in Classic mode. On many occasions, the spawn protection area made it so I had to keep running and couldn't stop to fight back. Again, this was exacerbated by the server run/sprint settings.
I didn't write down the coordinate, but there was a place where the avatar was completely under water and still firing. The guy whose avatar it was said that his POV placed him just waist deep but he looked COMPLETELY underwater. The water even moved when he fired.
Re-spawn time could maybe be shortened for the Allies.
At approximately E-5, I think it's the building with the radio, I got stuck to the walls and couldn't control my character. This went away as soon as the TL used the radio. I doubt they're related but that's how it played out. I also tried standing, crouching, going prone, stabbing with bayonet and reloading to get un-stuck so any combination of these things may have actually worked.
Good points:
It's freaking beautiful!
Lost of unexpected places for the enemy to turn up. It makes the map scary, which I love!
Great use of vegetation!
Very original
Great use of stock assets to make something very cool.
All of the water looks incredible!
The bad stuff:
I felt like the map was a combination of small choke points (caused by limited view) followed by wide flanks. This is a hard map to be the defender on until you get to Obj. E. Obj. E was easier to hold than the others, in my limited experience.
I got lost a lot and things like the cliffs/rocks made it hard to find my way to the cap. zones, but I've noticed this on many of the RS maps. I blame my limited experience and not the map design.
I felt like there wasn't much of a fight for the temple. I'm not sure what could be done to make this different.
I'll add to this as I play it more. Great job, overall!