Created this map with the several things in mind, but of course it isn't perfect and despite my goal of appeasement there will always be mumbles and grumbles. So here's your chance to voice those so I can work toward a properly balanced map. This doesn't mean you say "I THINK THERE SHOULD BE A WALKWAY WITH ONE WAY INVISIBLE WALLS FOR ATTACKERS TO FREERUN TO INNER KEEP!" and your wish is my command. It's more of a chance for the players that are going to have to play this map to have some input on my continued edit process.
For starters: When someone is alive they are actively attacking/defending from the moment they spawn. There are no spawn points there are a thousand miles from the flag or the front that results in mumbles and grumbles
Second: Linear map with objectives that mark progression. Overrunning and taking the gate is vital to a successful siege. While it is still possible to take it without doing this, ninjaing is incredibly difficult
Third: Still room for small squad sidebar attacks for distraction/surprise attacks. This is accomplished with the right side mountain pass only accessible by the attackers. This also serves as a counter-archery archery nest for the courtyard.
Fourth: A map that shows a proper siege has occurred. Pre-battle destruction from siege engines and an avalanche leaves several paths to the inner keep for extra flood power for attackers that have breached that far. I think this look better suits a realistic keep siege as opposed to one where there is man made architecture lending advantage to attackers, which makes no sense
Finally: A flag that is fought in man to man combat. While archers can still fire at it they are more likely to hit allies than enemies. This remedies the mumbles and grumbles about archers pointlessly sniping the flag instead of actually fighting on it and delaying flag drop.
Once this map has been played by the greater Crpg populace I would love some feedback so the map can be perfected
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