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All that is needed is some creative thinking and design.
Sounds like an open map with a lot of uncapturable/useless terrain with limited capture points, all predesignated as fuel and munitions, with junctions and roadways being territory points.
I tried to do something similar with my map "Mons", which can be found in the linked collection up top. Admittedly, I didn't polish Mons nearly as much as I have Messinnes Ridge. That is largely because the map wasn't received very well by the community, and is currently the least played WW1 map I have uploaded.
Too complex for most gamers. Kinda has a Dungeons and Dragons thing, where you really have to want a more realistic game AND be looking for a WW1 map, for that.
Hope that you are someone could make a different COH map setting, as to just having no V.P. but, an more realistic map ..like an ammo dump and buliding... roadway,,Point Of Contacts..etc. that are being held that's needs to be taken.
Just as well of what is most needed is having a Pacific war framework, the only thing is there is no Japanese soldiers when trying to play Iwa Jima....I mean if your going to make a map..include the actual settings of armed forces....it is kinda of follly when you see Germans instead of the Japanese Imperial Armies... again, thanks...
In order to have a fair balance with Artillary, it is important that all artillary units be identical, especially since they consume no resources by default and may be used non-stop throughout the game.
Also, corpses preloaded onto the map are not owned by any players, and are placed beforehand. Their association is not relative to the armies chosen by players of the match.
This lack of specific orientation, such as using British units on the Northwestern side and German units on the Southeastern, means no player gets a special advantage based on which side they are starting from.
The field of play has not been altered.
I appreciate the complements on the weather. I used to receive negative remarks about fog because it disrupts some realism game modes, but I've decided the fog is too cool to let go.
Most significantly, I have adjusted the Victory Points, so all players have more involvement in VP games.
Secondly, I have added a LOT of grass, I've painted the terrain, added a smidge of objects, corrected some poorly formed trenches, and decorated the Allied side opposite the Town. It probably seems subtly less empty, leading to the illusion that it is smaller or more crowded.
I nearly uploaded this update as a different map entirely, concerned about the change in gameplay being too drastic from the previous version, which I consider a success in itself.
Just chasing perfection here. It's a long race.