I think El Daba SHOULD be larger... Don't forget this was the first map that was released... and perhaps the actual first map ever done and so it didn't make use of FH2's complete sense of style... its kinda a strike average between where Fh0.7 left off and where FH2 is now... and so it does feel scaled... Crete, not so much, save for the ocean, but this one DOES.. and like I said earlier, El Daba in this map is basically an overgloried two streets town, no matter how you swerve in and out of side roads, you always end up on those two streets -
I'd really like the sandstorm playing a bigger role, as with the 88s, underground trenching and caves and open tank terrain... with the dunes, this area is limited to infront of El Daba, close the Brit base, perhaps near the 88s and that's it
AI in this map
I personally hate this map, almost as much as Arbedeen. But if there must be something fixed...
It does'nt play THAT bad for tanks, and infantry do make an appearance, but vehicle use plagues this level badly
Basically:
Stuka handling is a no-brainer
More aggessive Me109 if possible
mgs in 88 base could do more work
AI strategy for Germans changed so that they don't try to attack the Brits at start - The should hold what they got .. this will make the German mobile AT more strategic @ the first fights and perhaps have the bots @ that base spawn in the cave so that they defend the flag more directly... with a few spawning outside
bots need to use ATs agaisnt tanks, and I mean ALL ATs from the first base to the last.. many go completely unused, especially the first foward base
PZIIIs in most foward bases go almost unused... and a base can be capped by the Brits with German tanks completely intact
Bots should use the Chevy as a simple transport with firing as they go and not as a mobile MG platform to stop them camping outside the town...
General AI changes
Use of AI which lets defenders NOT attack once they have all bases...
As always
Bots don't use 25Pdr and mortars