To add to that, you can also ride a horse down the cliffside for same water assault effect. I thought it was fixed at one point because I ran into an invisible barrier, but it was working again yesterday.Have to link my own thread here as an exploit to reach G from attacker spawn has been found: https://forums.taleworlds.com/index...s-siege-exploit-underwater-route-to-g.418621/
Yeah, the stairs on the right up to G flag takes too long to climb. I find with this map once all the other flags are gone G can never be defended. Also yeah more one-way barricades I think would be great. Like the barricade between G and F. This barricade is usually broken by the defending team so that they can make their way to defend F.Great Map, here is some feedback:
Needs gates here:
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Defenders need to spawn here with one-way barricades to prevent spawn camping. or make the keep enterable with a one-way barricade to prevent spawn-camping. With the current spawn timer, its almost impossible to defend last flag since the climb up the stairs takes too long
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Spawning right on the flag (or a few yards/meters away) is a poor idea. One-way barricades on the flag area are an even worse idea. Unfortunately; I don't think there's a good middle ground to spawn people in this map for last defense of G; it's either on top of the flag, or in between attackers and the flag (which is also bad), or a bit too far. I don't see a more balanced option without reworking the end area past G, I think just shifting the spawns won't give it the balance you're looking for, just favor the defenders too much.
One way barricades aren't a bad idea but the place in the screenshot is far too clote to G.Care to elaborate why on 1 way barricades are such a terrible idea?
Top of the keep would be ideal with a couple of 1 way barricades as shown in the screenshot.
If it is just in the keep, creates an easy choke-point for attackers to close and keep defenders in spawn.