Forgotten Hope Public Forum

Forgotten Hope 2 => Africa maps => Feedback => Tunis => Topic started by: Toddel on 29-03-2009, 12:03:12

Title: Tunis 64
Post by: Toddel on 29-03-2009, 12:03:12
"If you have a suggestions or want to give us some Feedback about this Map you can Post it here!"
Title: Re: Tunis 64
Post by: VonMudra on 29-03-2009, 21:03:53
Neez moar Lafette.


Otherwise, the map is perfect, and imo, one of the best maps currently ingame :D
Title: Re: Tunis 64
Post by: Fuchs on 29-03-2009, 21:03:29
One of the most fun maps in game.
Things that could be improved:
Heavy limiting on MG34, 1/2 pick up MG42's and MG34 Lafette's! So more balance with limiting the MG34 spamfest.
Title: Re: Tunis 64
Post by: VonMudra on 29-03-2009, 21:03:35
Um, fuchs, there's only one pick up :P
Title: Re: Tunis 64
Post by: Fuchs on 29-03-2009, 21:03:48
Notice the 's, I want more  ;D
Title: Re: Tunis 64
Post by: azreal on 29-03-2009, 21:03:13
Isn't there a static lafette on top of the last flag at the building (the German HQ I think) And nice to see Von Mudra and all his crazy antics here now  ;D
Title: Re: Tunis 64
Post by: VonMudra on 29-03-2009, 21:03:14
Ohh, misread you, Fuchs :D

Yes, moar plez.

And woot woot, my antics are off the hook DAWG.




Ok, I'll stop now>__>
Title: Re: Tunis 64
Post by: Ts4EVER on 29-03-2009, 22:03:18
The map is unbalanced right now, I would consider givin the brits the first flag at the start of the round (the one neutral right now). Also limit the MG34s and please god no MG42s on that map.
Title: Re: Tunis 64
Post by: Remdul on 30-03-2009, 00:03:10
Some parts of this map have been redesigned already to balance it better. We've yet to test it internally though.
Title: Re: Tunis 64
Post by: altfuture on 30-03-2009, 03:03:03
Good to hear.

A thing that bothers me much with this map and some others are fences that are placed to be very hard to jump across while in reality they wouldn't be. For example, if the fence was only a few centimeters lower it would cause no trouble, but because it's not usually a whole bunch of people struggles trying to jump over it while losing fatigue like hell. It pisses me off, frankly :)

There is one fence like this south-east on this map if I remember well, that makes such problems all the time. I hope it is considered to be fixed, if possible at the moment?
Title: Re: Tunis 64
Post by: Dukat on 01-04-2009, 02:04:22
Every single MG on this map works in favour of the germans as a serious chance to stop allied progress. Even the british ones are suggestive to hesitate and to camp. But obviously the germans don't need to be favoured. The S-mines are removed from the scout class but brens are given. That is not very consistent, I think.
Shouldn't the brits get some special equipment for their last assault on the african continent? I'm not quiete sure about the historical facts though.

As a player the situation is desperate. As german you're supposed to win with ease, everything else would be a shame. And the brits got no hope and usually fall back after they capped the central square or even before, only trying to kill the germans by setting up a defense.

There are only a few small passages leading to even smaller bottlenecks, all in a bent tube. No wonder somebody called it Unreal Tunisment. No hard feelings please, but that describes the map best. If you want it that way, then it's all fine, isn't it? However, I don't see big chances to make major changes with minor fixes.

What came to my mind was to open the area between british and german HQ, adding statics and stuff, abandoning the idea of a push map. But this is nothing I pondered long about. But just to show how big the changes would have to be.
Title: Re: Tunis 64
Post by: Ts4EVER on 01-04-2009, 02:04:10
No wonder somebody called it Unreal Tunisment.

 8)

my meme catches on...

anyway, the main problem seems to be the first flag. Once the british cap harbor, the gameplay usually get much more fluid and I have often seen the german getting pushed back to the last flag. I'd say give that flag to the british in the beginning and the map will be much better.
Title: Re: Tunis 64
Post by: altfuture on 01-04-2009, 04:04:28
I completely agree with Dukat.

Imo, there shouldn't be concentrated fronts on such a tight map. There should at least be many alternative ways to move from point A to B (which could be achieved by opening the locked area of the map, even if that would require more serious work) instead of only one or two which are always ambushed and impossible to breach.

You spawn and die constantly. I mean it does depend on one's skill to survive and fight, but not every day is a good day. Sometimes I am back from work tired and my reflexes get slower, or I just don't have luck - and i constantly keep dying at the spawn point or a few meters away. I usually quit the game because its impossible to play it flawlessly unless you're in a perfect mood. This is mostly a reason I stopped playing FH in past few months, and Tunis especially emphases this problem.

Title: Re: Tunis 64
Post by: Niebler on 01-04-2009, 06:04:37
It would have to be tested, but what about one commando kit with the grappling hook that spawns at the british main? that or have squad leaders have them, but that might be 'too' much.
Title: Re: Tunis 64
Post by: Paavopesusieni on 02-04-2009, 09:04:33
First brits just need to rush the harbor and capture it, rest shouldnt be so problematic. Brits need to be fast at the start.
Title: Re: Tunis 64
Post by: VonMudra on 03-04-2009, 21:04:41
Brits can win the map easily, its all about teamwork.  Remember, the lafette can only cover one area, leaving the many other passages in the map open.

The map, imo, is still balanced fine.
Title: Re: Tunis 64
Post by: Danger X on 04-04-2009, 02:04:20
I played it an hour or so ago on hslan, and I have not noticed any advantage on the German side(on which was). The British just kept on capping the flags. So from my point of view, the Germans are at a loss, but it could just as well have to do with player skills.

I think it is good as it is, although I can't really judge fully until I have played it from British point of view.
Title: Re: Tunis 64
Post by: Niebler on 08-04-2009, 09:04:09
It can really go either way, but most people will complain if their side loses :P
Title: Re: Tunis 64
Post by: Wilhelm on 09-04-2009, 18:04:20
The map has undergone a major overhaul in 2.2. 

We have yet to playtest the new version, but if it plays as well as it looks........well, be prepared for one intense fight on both sides!  ;)
Title: Re: Tunis 64
Post by: naoko on 21-04-2009, 05:04:47
i found tunish for single player, but i don't understand how to instal this one. This map have 3 folder and each folder have same contain. please help me ::)
Title: Re: Tunis 64
Post by: ajappat on 10-05-2009, 20:05:27
Brits can win the map easily, its all about teamwork.  Remember, the lafette can only cover one area, leaving the many other passages in the map open.

The map, imo, is still balanced fine.

Jerries don't really need any teamwork and still they can win, but brits need superb teamwork to win. I dont think its balanced  ::). I've been playing quite a lot, on both sides, and I've seen once brits winning  :-\
Title: Re: Tunis 64
Post by: Schneider on 10-05-2009, 20:05:09
It's right, on hslan axis wins way more often.
Yet your argument is a bit spongy, the attacking faction almost always needs more teamwork.
Title: Re: Tunis 64
Post by: 508th PIR Hawkeye on 11-05-2009, 14:05:45
I was having a game on this map yesterday evening and I think it would be more fun for the Brits if they either get more tickets or just make that 1st flag uncapable for the Germans.
Title: Re: Tunis 64
Post by: verg_6 on 17-05-2009, 09:05:37
Brits can win the map easily, its all about teamwork.  Remember, the lafette can only cover one area, leaving the many other passages in the map open.

The map, imo, is still balanced fine.
Old quote, but come on...how many people actually work as a team on pub servers? It's lone-wolf central, no matter how desperately you try to rally people.
Title: Re: Tunis 64
Post by: Lobo on 17-05-2009, 19:05:59
Tunis got heavy changes for 2.2, so you can relax as any discussion about the actual setup has not value
Title: Re: Tunis 64
Post by: Cory the Otter on 16-06-2009, 15:06:48
its hard to break out. once the first flag is neutralized, it becomes a stalemate, a complete bloodbath for the brits.
Title: Re: Tunis 64
Post by: THeTA0123 on 23-06-2009, 14:06:18
What might help, is a kit with no69 grenades. They are very good assault grenades, and they would REALLY help the british

Also the tickets need to be reseen, either the Germans have to much tickets, or the British have a to high bleed on theirs

And maybe some limiting on the MG34's, god i hate them camping at the flags


But for the rest, this map is good, Its an awesome Rambo Bren gunning assault map  ;D
Title: Re: Tunis 64
Post by: Flippy Warbear on 23-06-2009, 14:06:13
Like Lobo said, this map will get heavy adjustments and tweaks in 2.2 so your feedback right now might not be "up-to-date" with the upcoming version. But feel free to leave feedback in general, they are all read.
Title: Re: Tunis 64
Post by: Eat Uranium on 23-06-2009, 14:06:58
I think that the single best thing that would help this map would be to remove smoke grenades from the list of things that get limited to 1 instance on the smaller maps.  It is very hard to advance under smoke cover when you only get 1 smoke each.
Title: Re: Tunis 64
Post by: Kubador on 23-06-2009, 15:06:03
I think that the single best thing that would help this map would be to remove smoke grenades from the list of things that get limited to 1 instance on the smaller maps.  It is very hard to advance under smoke cover when you only get 1 smoke each.

I second that!
Title: Re: Tunis 64
Post by: THeTA0123 on 23-06-2009, 15:06:15
Like Lobo said, this map will get heavy adjustments and tweaks in 2.2 so your feedback right now might not be "up-to-date" with the upcoming version. But feel free to leave feedback in general, they are all read.
Thats ok, it might always be usefull later.

I kinda compare this when i make a suggestion=It doesnt NEED to be imputted for 2.2, it can always be done in later versions(When one of the devs feel like doing the suggestion :p)
Title: Re: Tunis 64
Post by: Flippy Warbear on 23-06-2009, 15:06:10
No no I didnt mean YOU in particular. I meant you as people in general. :)
Title: Re: Tunis 64
Post by: THeTA0123 on 23-06-2009, 15:06:09
They also ment it like that


Normandy first, then new suggestions


Do we guys?
Title: Re: Tunis 64
Post by: hslan.totaler_humbug on 13-09-2009, 22:09:25
The new map is nice and offers a lot of improved gameplay. But I would say, that the Brits got to many tickets. But maybe I have to play it more often.
Title: Re: Tunis 64
Post by: NTH on 14-09-2009, 11:09:07
The new map is nice and offers a lot of improved gameplay. But I would say, that the Brits got to many tickets. But maybe I have to play it more often.

Or you can remove the bleed for the Germans. The Germans are easily over runned and pushed back to the last flag. This makes for the most interesting fight of the map, namely the German Headquarters.

Played Tunis twice since 2.2, as Axis and Allied, both saw the Axis beaten with a massive tickets left for the allied team.
Title: Re: Tunis 64
Post by: hslan.totaler_humbug on 14-09-2009, 23:09:50
Ok, after playing it more often I came to the decision, that the new ways are great and add a lot of tactics, but the british tickets are for too much. I would consider 150 less.
Title: Re: Tunis 64
Post by: Slayer on 14-09-2009, 23:09:04
Played this once now and it was a run-over for the allies. I think axis now has to learn how to defend on this map, where it was allies who had to learn how to attack on Tunis 2.15, so let's give it some time. If this will not change, maybe a ticket change will do the job.
Title: Re: Tunis 64
Post by: rattovolante on 25-09-2009, 23:09:04
what about adding some italian kits, just for variety?
right now 90% of the axis team uses the same kit. boring :P
Title: Re: Tunis 64
Post by: Slayer on 26-09-2009, 01:09:55
I agree, that would make it more fun.
Title: Re: Tunis 64
Post by: Potilas on 26-09-2009, 17:09:59
I totally agree whith rattovolante.

I worked whith this suggestion nearly hour. Making picture itself did not take much time, but "figuring out perfect balance" is something what takes some time. My suggestion for kits came up very radical. Like pioneers/engineer carry 2 s-mines instead of normal mines. No rifle only kits. Every kit have its own special role. 3 spagetti kits for Gerries. Comments please!
(http://)
Title: Re: Tunis 64
Post by: Potilas on 26-09-2009, 17:09:44
Could not make fit current Tunis kits image to my previous message, so here it is.
Title: Re: Tunis 64
Post by: Zoologic on 26-09-2009, 20:09:35
Well, played the SP and coop version. Even as Germans, the most l33t players will be defeated by sheer number of overwhelming British bots. They came in numbers and shot the Bren MG while standing, making you suppressed before dying and took the post. Three experienced players won't make it for the Germans in coop, as the German bots don't normally defend positions or easily overwhelmed by the British automatic weapons.

As the British, it is very easy to overwhelm the Germans. Just toss a grenade to their defending position, cap the flag before the majority of them spawned.

I guess this is because of German poor equipment.
Title: Re: Tunis 64
Post by: rattovolante on 26-09-2009, 21:09:50
if you rework the kits, please also consider rebalancing them.
playing as axis rifle assault vs. tommygun + nade isn't easy and degenerates into "scavenge a SMG ASAP", which IMO can spoil gameplay due to the way kit limiting system works.

my suggestions:
0. scout (limited) - as is

1. smg (limited) - remove grenade, smg pwns enough as is

2. rifle assault - change bayonet for knife (faster deploy animation = slightly more chances in close combat). Since this is and will be the weakest kit ("dump kit") I suggest to give it something fancy/different from the others. What about free french soldier (in british uniform) with Enfield 1917 for allies, for example? I guess carcano 38 is the only possibility to go "unusual" for axis, but would be quite unhistorical (but then, I think the whole map is what-if, right?).

3allied machinegunner (limited) - as is

3axis replace rifle assault with machinegunner (limited) - Italian Breda 30 LMG (MG34 would be unbalanced)

4. rifleman w/ nade (limited) - no change

5. replace anti tank/pioneer with impact nade rifle assault (limited) - bayonet, rifle (SMLE/carcano 91), impact offensive grenade (no. 69 / OTO 35).

6. NCO - as is
Title: Re: Tunis 64
Post by: Potilas on 26-09-2009, 22:09:03
I have to admit that adding extra smg to axis team will turn balance against allies. Nobody didnt like my idea for engineer/pioneer kit? I made new image based on rattovolantes opinnions and I have to say it does not look bad at all. Common rifleman kit looks not so lame when smg soldier have no nades eihter.


(http://)
Title: Re: Tunis 64
Post by: Slayer on 26-09-2009, 22:09:48
Looks good, I like it. Also replacing mines by S-mines seems like a good idea.
Title: Re: Tunis 64
Post by: Jürgen on 03-11-2009, 22:11:04
A Breda 30 and a Carcano carbine = epic
Title: Re: Tunis 64
Post by: Zoologic on 19-11-2009, 16:11:18
Sure, MG for axis will pwn allies easily, as MGs are perfect defending tool.

But i would like to tune Allies kits a bit, like removing the anti tank weapon, real life players don't use it too often except for its massive grenades, but bots use it a lot. Also if possible, the German should have something like Breda, which is a pretty a nerfed MG. Shouldn't cause much problem for the attacking allies.
Title: Re: Tunis 64
Post by: Torenico on 24-12-2009, 21:12:42
Imo Tunis should be like Sidi Rezegh, with combined Kits on the Axis Side.

But i agree, a Breda will do fine for the Germans..

Now every time i play this, allies wins easily.
Title: Re: Tunis 64
Post by: THeTA0123 on 01-03-2010, 18:03:33
But tunis before this was Axis rape fest everytime :(

we cant have it all!
Title: Re: Tunis 64
Post by: otolikos on 07-10-2010, 16:10:59
Map has changed since 2.3, New flag and some italian spawn classes .Feel free to comment or make suggestions. :)
Title: Re: Tunis 64
Post by: THeTA0123 on 07-10-2010, 16:10:33
Awesome! What italian kits? Hopefully one with carcano and Breda 30 (OR breda 37!)

Title: Re: Tunis 64
Post by: Eat Uranium on 07-10-2010, 16:10:27
A Breda 30 kit, a Carcano 91 kit and a Carcano 38 kit with OTO grenades.
Title: Re: Tunis 64
Post by: THeTA0123 on 07-10-2010, 16:10:21
A Breda 30 kit, a Carcano 91 kit and a Carcano 38 kit with OTO grenades.
MAMA mia thatsa DA GOODA NEWSE!

(http://img.youtube.com/vi/Gvalj7YKU8g/0.jpg)
Title: Re: Tunis 64
Post by: sheikyerbouti on 21-10-2010, 01:10:41
Map has changed since 2.3, New flag and some italian spawn classes .Feel free to comment or make suggestions. :)

Don't change a thing. the addition of the artillery flag has dramatically shifted the play towards the middle of the map which prevents the old issue of the German main being camped.

 i always liked Tunis but i like it even more now.
Title: Re: Tunis 64
Post by: ajappat on 07-12-2010, 00:12:56
I tought there are no destructible objects on FH (besides those boards on fences and maybe something else I don't remember). But I saw wooden cart go into pieces by grenade explosion infront of me  :o. That revealed my position and someone shot me. Moar stuff like this.
Title: Re: Tunis 64
Post by: Kwiot on 19-12-2010, 23:12:53
I like the new flag "Cannon position", however some spawn should be fixed/removed/changed - they are in the same building for "Cannon position" and for "Al-Grabah market" flags... When these flags are in different hands, it usually ends as a spawnrape...
Title: Re: Tunis 64
Post by: Potilas on 25-12-2010, 10:12:46
Allies tend to win by small margin mostly. Even if second last flag is not capped (that causes axis to bleed). Thinking of result it would be more balanced if axis start to bleed after last flag is capped (hq). Axis are on defence so it makes more sense that they bleed only after the whole city is lost imo. Then bleed could be rapid what prevents unnecessary wait for find last camping noobs.


The map has gone step by step to better direction during the time. Unique cod2 stylish map what deserve place on any server map rotation. Refreshing brain dead meat grinder after some "serious" big scale maps.
Title: Re: Tunis 64
Post by: THeTA0123 on 28-12-2010, 13:12:39
Can we please have a italian M37 for gerries?
Title: Re: Tunis 64
Post by: MajorKoenig on 14-08-2011, 13:08:52
This map seems to be impossible to win for the Germans. Why do the brits have 200+ tickets to start with ?
Title: Re: Tunis 64
Post by: DLFReporter on 15-08-2011, 09:08:43
All maps that can only end with a total victory for one team have more tickets for the attacking team. As defenders will usually have it easier than the attackers.
Title: Re: Tunis 64
Post by: Kwiot on 24-11-2011, 18:11:47
Yeah, but the ticket ratio is too big... Brits can always win without making Germans bleed...
Title: Re: Tunis 64
Post by: Natty on 03-01-2012, 07:01:19
Forgotten Hope 2 have been redesigned to handle these issues differently, thanks to clever python updates we can handle the ticket balance differently.

actually, by fixing a broken BF2 feature  8)
Title: Re: Tunis 64
Post by: hyperanthropos on 20-02-2012, 13:02:33
Can we please have a italian M37 for gerries?

Is it the italian MG Tripod you are talking about? As an axcahnge for the MG34 Lafette?

If this is the case. Hell no. Not an other italien machine gun that is utter bullshit just as the italien LMG currently ingame. The Mg34 Lafette is so awesome on this map never replace it with anything.

The M37 would probably have a lower tripod than the Mg34 Lafette which would make many great Lafette spots totally useless.
Title: Re: Tunis 64
Post by: Flippy Warbear on 20-02-2012, 15:02:30
In regards of Tunis, a M37 can be added to it without removing lafettes. Its not a problem since its a map that doesnt hog resources that much.
Title: Re: Tunis 64
Post by: AdamPA1006 on 18-07-2012, 06:07:48
Played the map a few times with new patch, and I honestly think its pretty balanced now. A decent British team using SMOKE a lot can move up effectively. The only problem is the last flag, I have never seen it capped, ever. Design a way for British to cap the last flag easier, and the map will be just about as balanced as it can get.
Title: Re: Tunis 64
Post by: CHRISTIEFRONTDRIVE on 22-07-2012, 09:07:47
Just so everyone knows, on the 16 version of Tunis there is some kind of bug that causes British soldiers to spawn in the German main, giving you great shots at enemy infantry moving towards the flag but only 9 seconds to play with, as you are ten miles out of bounds :D.
Title: Re: Tunis 64
Post by: Captain Fozzington on 27-08-2012, 18:08:57
This is rather off topic when considering that the previous discussion on this thread was centred around balance, but are the British troops on this map (post 2.45) supposed to be wearing Normandy uniforms with Africa helmets? Or am I suffering from a glitch?
Title: Re: Tunis 64
Post by: ajappat on 27-08-2012, 18:08:53
This is rather off topic when considering that the previous discussion on this thread was centred around balance, but are the British troops on this map (post 2.45) supposed to be wearing Normandy uniforms with Africa helmets? Or am I suffering from a glitch?
http://fhpubforum.warumdarum.de/index.php?topic=17875.0

Supposed to be like that.
Title: Re: Tunis 64
Post by: Captain Fozzington on 30-08-2012, 22:08:28
This is rather off topic when considering that the previous discussion on this thread was centred around balance, but are the British troops on this map (post 2.45) supposed to be wearing Normandy uniforms with Africa helmets? Or am I suffering from a glitch?
http://fhpubforum.warumdarum.de/index.php?topic=17875.0

Supposed to be like that.

Huh, odd. Thanks for that info, though.
Title: Re: Tunis 64
Post by: BaskaBommi on 22-10-2012, 06:10:44
Needs more points where the Brits could attack in the beginning. It's a grenadefeast! British troops get slaughtered half of their tickets from the very start.
Title: Re: Tunis 64
Post by: Gunnerz on 31-10-2012, 19:10:31
Might aswell add some vehicles for the british.
Vickers light tank or brencarrier for example.



Title: Re: Tunis 64
Post by: Turkish007 on 11-11-2012, 19:11:38
(http://img338.imageshack.us/img338/8623/screen076.png)

How about making the Axis tag DE/ITA, and also putting some Italian voices to add realism? Its stupid when an Italian soldier speaks German in a fluent German accent   :P
Title: Re: Tunis 64
Post by: McCloskey on 13-11-2012, 01:11:12
not sure if possible engine-wise, even if it is, you'll get the typical "other stuff has priority over this" response anyway, so...
Title: Re: Tunis 64
Post by: Steel_Lion_FIN on 09-12-2012, 21:12:08
Mortar in the brit main, please?
Title: Re: Tunis 64
Post by: hyperanthropos on 10-12-2012, 09:12:19
I dont think any arty or vehicles are a good idea. For vehicles they would just get stuck everywhere.
And arty the mortar on Brest has just been removed to stop this massiv mortar (spanw)raping at least for the Germans.
And now add a mortar to tunis this would be an incredicly worse kind of spam. No please.
Title: Re: Tunis 64
Post by: Turkish007 on 10-12-2012, 12:12:31
I dont think any arty or vehicles are a good idea. For vehicles they would just get stuck everywhere.
And arty the mortar on Brest has just been removed to stop this massiv mortar (spanw)raping at least for the Germans.
And now add a mortar to tunis this would be an incredicly worse kind of spam. No please.

But we need something to break the stalemate of this map with +64 people. What do you suggest?
Title: Re: Tunis 64
Post by: hyperanthropos on 10-12-2012, 13:12:30
Pick up MG kits for the Italiens or why not for both sides, something like. Or similar this changes in kit layout. Its nice to have maps without annoying arty it belogs to Tunis and its gameplay.

I dont think an map should be altered on the basis of 64+ players. the maps arent made for 64+ players and I d say its still more often less or not much more than 64 players online.
The map stays a 64 map not a 64+ map, its rather a problem of server managment to exculde certain maps from the maplist.

For the 64 player version I think 3 passages should be enough to brake the main line.
Title: Re: Tunis 64
Post by: Horstpetersens on 11-12-2012, 03:12:06
Mortar in the brit main, please?
LefH for the germans pls ;D
Title: Re: Tunis 64
Post by: BaskaBommi on 13-12-2012, 10:12:19
Mortar in the brit main, please?
LefH for the germans pls ;D
Oh dog what diddeh if that happens!
Title: Re: Tunis 64
Post by: [QPS]_Sex_Bomb on 19-02-2013, 18:02:05
We all know the map to be a grenade festival.   This is even worst with 64+ server.  :-\

This annoyance could be decreased drastically by simply removing ammo boxes on the map, an particularly the one found in building facing (west) old mosque flag zone.  When Allies take the 3 first flags, Axis have unlimited grenades at hands ready to be thrown on city gate shock points.  This mix of shock points and unlimited grenades turn every round into a mess, imho.
Title: Re: Tunis 64
Post by: gavrant on 11-04-2014, 07:04:02
2.46 changelog for Tunis 64


Minimap for reference:
(http://i61.tinypic.com/2555cno.jpg)
Title: Re: Tunis 64
Post by: gavrant on 08-02-2016, 01:02:02
2.5 changelog for Tunis (all layers)


Minimap for reference:
(http://i61.tinypic.com/2555cno.jpg)
Title: Re: Tunis 64
Post by: Salubrun on 16-03-2016, 10:03:11
This general idea has struck me more than once while playing Tunis. I don't know how historically accurate or balanced it would be, but at least the map would stop being a server killer, I think. The idea would be to give the Allied team a chance to get deep into the city right at the beginning of the match.

If possible, maybe have the game randomly pick which Allied starting spawn could be spawned at. So Axis would never know where the attack is coming from, at first. Obviously, the map would have to be overhauled.

(http://i.imgur.com/EAtEi0p.png)