Farticle
Sergeant
THIS. What the heck? @Dejan @Callum @Duh_TaleWorlds It's not available to vote on.why this map was removed?
THIS. What the heck? @Dejan @Callum @Duh_TaleWorlds It's not available to vote on.why this map was removed?
The scene is still in the queue so you should come upon it eventually. If this persists, please do report back. Thanks.
Why can't we vote on it though? I'll get a screenshot tonight but it definitely wasn't in the map voting screen last night.The scene is still in the queue so you should come upon it eventually. If this persists, please do report back. Thanks.
Received an update on it: The scene has indeed been disabled temporarily. We've identified a bug with it that causes crashes, as soon as it is fixed, we will put the scene back into the queue.No Ayzar Stronghold. Why?
If you willing to return this map in queue it would be good to remove backcapping capabilities on this map/ and replace front gates on this map.Received an update on it: The scene has indeed been disabled temporarily. We've identified a bug with it that causes crashes, as soon as it is fixed, we will put the scene back into the queue.
i changed my mind, remove this map until you fix backcap problem this map is unfair to defenders too muchwhy this map was removed?
Agreed.
I would point out that the most serious problem with this map is that attacker_spawn_4 is placed too far away from flag E. After capturing the flag CD, the siege team still needs to respawn outside the stronghold and the average time to get to the flag is about 1 minute, which is a terrible experience for the attack team. No one wants to spend their time in rushing.
The other issue is on the defensive respawn area. defender_spawn_1_2 is too scattered. The attacker can often break through the defensive line and grab EF directly to disrupt the whole game. I believe the map was designed so that the attackers could take the flags in ABCDEFG order (BTW therefore Baravenos Enciclement's order of flags is confusing in my opinion). Therefore, I recommend placing most spawn points for spawn_1_2 near point D to prevent the attacker from harvesting EF too early