A simple option is to put an Allied main on the East side H7 or G7, then turn the lights out. They'll need lots of vehicles. You could move the Axis main to A7 or A8, or let them paradrop at night(which might be more successful), or make it a cap out. 5 flag, full size cap-outs aren't too bad.
I see what you're saying; what you outlined above, seems more or less a layout to get another 64 sized map that can be played on a full server. I like the idea but for now I think it might be a bit too ambitious. Since it's just a few people looking to add some historical context to an existing map, I think we should just start by auditing some smaller layers and adding smaller layers to maps that don't have them.
I think modding existing layers is a fast way to getting new material to the public since a brand new map takes months if not years.
I second this idea; let us, the community, come up with some smaller layers we might like to see in the game and hand them off to the devs to be approved and implemented (if they have time) but let's do the brunt work of auditing maps for them so they can spend their time working on things like Dukla Pass
if all goes well then everybody wins; the mod gets some added variety and the community gets insight into development and practice for mappers out there. Some good things can come of this if we start small and work our way up to bigger things.
I say, since Jimi already tossed around the idea of a Maleme counterattack, we use that as our starting point: From what I read, the counter attack was ill timed and relatively small compared to other fighting on crete. So imo, a 32 sized map works perfectly for it.
So lets start with Crete 32 as a 'proof of concept.'
ObjectiveCrete 32 is already an existing map that I'd like to have added variety and historical context. The layout is pretty good, and plays well. Imo it's a matter of renaming the flags and tweaking the attack order to get it to where it resembles the counterattack that Jimi laid out.
LayoutI posted mine above, Geo posted his ideas, and Jimi gave a few. Everyone should keep posting their layout suggestions tho so we can see what everyone's ideas are. I'd suggest doing what I did and take a screenshot of the minimap in game and then draw over it in PS or MS Paint with your new idea and some text. I do that because personally it's easier for me to see what the suggestions are visually.
ImplementationThat's where Geo comes in
I will send you a sample of what we are talking about and when I have time, I will write a mini-tutorial on mapping for people who don't like BF2editor.
PLEASE do this if you have time
that would be a great way to get people into easily modding FH2 and make it easier to post their suggestions about this kind of stuff. Once we implement it, we can make it a custom map available for dl by the community and have test sessions.
TestingI think the WaW guys would be more than happy to dl a new map layer and test it out on their Thursday nights. (I know I would) And if not we can maybe hold test sessions for people to join in on regular days during European hours (set the server player limit to 40ish to test the 32 layers properly)
or if the devs are up to it, take it and put a custom layer up for beta testing too? I think with all these resources we can thoroughly test a map and tweak it with the feedback we get and eventually have it brought into the mod.
sorry for the long posts, I just think it'd be awesome if the community got behind this and could help polish up this mod