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But Ty for the updates and the other maps. :)
I am begging this kind of territory layout is revised from scratch, it really breaks the flow & pace to a tetris game.
It's stretching into the lows of vanilla CoH3 instead of grasping at CoH1's heights. Look at Hedgerow Siege, Vire River Valley or Semois, these are peak backalley gameplay & cutoffs with river intersections. Those maps keep on giving with how good they're made, from path blockers meant to be crushed to allow passage later on, unlocking new pathways, central fighting zones more closed off so the more the game advance the more open it gets (semois specifically, since your map has a similar position).
Building placement feels a bit random too, it's not a proper city, or it's ground work & crushable details that need work?
But the middle of the map feels empty-ish & barebones, maybe partly due to the square territory.
I hope it gets improved, it's got potential just like Sands of War!
The map has a really good feel , but the lighting might be too bright for the eyes but I don't know, it's my personal flavor but it has a really nice territory layout and I have played the map a couple of times
overall the map is really nice and and a good one.
Some buildings are meant to be blockers, per the map maker. Hopefully future versions will more clearly show why/which buildings are abandoned while others aren't :)
Overall a lot of nice cover and the maps plays well.
Some of the buildings cannot be occupied, not sure if this is fixable. :)
If you'd like to leave more detailed feedback (or anyone else reading this) you can join the CoH WB Discord linked above and leave your comments in the map's channel, #4-santuario
Thank you!