Hey Dumpling, we played the map a couple times on Bloodbath tonight. Some people even posted on the Workshop page after with some feedback. But I'm going to post all the notes I collected from both myself and the public about the map from tonight:
- Perhaps add 25 tickets to attackers and reduce time by 5-10 minutes. Both instances left too much time to spare and came down to tickets anyway.
- Reorganize role loadouts to have four squad leaders and an equal number of roles in each squad. the entire team essentially belongs to one squad.
- Something is wrong with the other squad leaders being unable to spawn players. My guess is that you didn't set them as SLs in the role loadouts but still have the SL roles in the squads themselves. Only the TL and SL1 can provide arty marks, probably because of this.
- Consider having two sniper roles.
- Reduce the volume for the radio playing music, as it's quite loud.
- Maybe add a couple more buildings to fight over.
- Add a lot more cover to the flanks, and perhaps more wrecked vehicles/potholes on the highway itself.
- Perhaps make the ground less flat and with more variation around the first bridge.
- German half-track by C has no collision and players can hide inside of it, as well as shoot through it (are you using the skeletal mesh?)
- Players cannot deploy MGs in B. Double-check all your cover nodes.
Here's a demo of the first play-through in case you want to examine the pacing:
https://www.dropbox.com/s/ci9taz38ft0jyyb/CC1.demo?dl=0
I wasn't sure if the Germans were forced back because of large spawn protection volumes, but it felt like they were constantly retreating and Americans just shooting them in the ass (quite fun either way). The biggest resistance was at the last bridge. Normally, I dislike having to run long distances from spawns to the front-line. But in this map's case, I like the way you have it; it really creates an interesting pacing dynamic.
Beautiful map, though. People really love it. Just keep polishing it. Keep up the great work, Dumpling!