Yes, I was playing with Mr Mcgee earlier. This map is a complete improvement over the standard Fallen Fighters and I'm in love with all the awesome visual work you've done, especially the Square! WOW!
However there are some serious balance issues at stake here and I'm not sure if it's due to bugs or intended design.
I was playing on the German Side and it's crazy how much artillery we could spam on the poor Russians. Given how linear the map can get and the open spaces required to run through... it is not a fun event for Ruskies.
I dont understand why Germans have so many halftracks as well? Pretty sure on the second Objective we had like 4 or so, I feel this is too many.. and they are not used effectively anyway. Perhaps remove them from the early caps. Start to spawn them in around the 'Technical School' and perhaps make Germans run a longer distance, creating incentive to use the halftracks to quickly reinforce the objectives. I also had great thoughts of Halftracks hulling down in the Square somewhere covering a street, but I dont think I ever saw this happen... and I'm not sure if there is out of bounds areas for them.
A few early linear objectives are okay. This is seen on A-B where Russians attack through 2 streets. However by Objective C we should be giving the attackers more options, It was painful to see the Russians throw themselves at C... and most just tried their luck with the front door. (Did not work out well... for them) I was thinking about adding a duel-cap for C-D. Move an objective into a portion of the Plaza so that Russians can attack a secondary objective and perhaps use that as a means to attack C once secured. Dont think i saw many russiasn go through the Plaza, though maybe it's because of the crazy amount of windows covering it. Although Bren Carriers could easily get men there to hide and cap... hmm something to think about there.
I've only played the map two times, both times I was German and we absolutely ate the souls of the Russians. I agree with your early comments about adding a sewer network perhaps to add an additional flank, maybe even for C.
It's a shame I did not get to enjoy the rest of the map... it all looks so great to fight around. I look forward to see what you do with your map.
I just want to quickly list a few things I think should be adjusted so It's easier for you to identify instead of reading this long post all again.
1. Way too many Automatic weapons for players. (Elite Assaults especially = MKBs everywhere) If Balance is tough, maybe give Russians greater access to Assault/Semis. (Up to you really)
2. Remove/Limit the amount of German Halftracks, there are just too many and most of the time they are not used as there seems to be no incentive. I felt the amount of Halftracks Russians had was good, a couple times Bren Carrier squads got around the back of C... not enough though, maybe in time they will learn.
3. German Commander can 'SPAM' artillery too quickly. Limit that, it should be used at critical moments as you are already guaranteed many free kills due to the open areas they Ruskies need to run through.
4. Look at Sewer connections.. and blown open entrances. (Think of Univermag) makes sense for there to be something similar given they are based on the same map.
5. German Respawns too forgiving, Germans respawn so damn close to the fight that they can push really far ahead to get a few kills before dying with no real consequence as they will always respawn and reinforce the objective faster then the russians can. (Maybe can play around with tickets)
Hmm, that is all for now I think. Sorry it is a bit of a mess I just typed as things came to mind!
Good luck once again!