Thanx for the review Mr Death
Liked most of it ( the disabled rocket launcher didn't affect the scoring I hope

).
One thing I must point out that I feel you missed ( I guess I should have pointed it out in the readme file myself ).
I had a specific goal in the back of my mind from the start when making this map...
strategic diversity.
All the stock objective maps ( and most home made objective maps I've seen ) have a common element: The number of strategies that can be used are limited by the maps construction ( see bottom of post ). This is something I feel I managed to build out of "Vemork factory" with 2 major building elements:
1) The Architecture. Each of the objectives can be approached in many ways ( at least 5 different routes to each ). This makes the objectives hard to defend, and there are good possibilities to change tactics as a reaction to the percieved enemy tactics in many ways, making the game more dynamic and harder to predict beforehand.
2) The two document objectives are of a "smash and grab" type. So they don't require to be guarded by the allies until a certain time period has expired. They are also not possible to "undo" like a planted bomb. This changes the type of tactics used both to defend and attack them.
This comes together to produce a map that is very equal for both attacking and defending teams. And favors the ones with the best strategy as well as the best skill.
Thats what I wanted to point out... thanx General Death.
I'm glad to get such a fine review on my first map 8)
PS: You can do
all the objectives in Vemork 10 seconds less than you can do the objectives on V2... I timed it
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Weak points of the stock objective maps:
The hunt:
1) The Axis spawn to close to the center and can easily produde a "bomb carpet" at the allies before they can find decent cover.
2) A very narrow route leads to the church, this makes it a question of when, but seldom where the allies will approach.
The Bridge:
1) The open placement of the single objective makes it a lot easier to defend than to attack.
2) Two very narrow routes leads to the church, this makes it a question of when, but seldom where the allies will approach. And when they appoach, they appear in an open area, ready to be sniped.
V2: The best of the stock maps.
1) Both the objectives are easily monitored at once. Making them easy to defend. But the road to the objectives are the most vaired of the stock maps.
Omaha: Seldom play this map anymore as it is taken out of rotation on my clan server. But still:
1) I have held Omaha with 7 or 8 soldies as Axis against 20 Allied soldiers without breaking a sweat by effectively controling the nexus ( the place where all the stairs meet and the Allies must pass to get up ) many times.
2) Respawn. It kills all thoughts of strategy. It may be good clean ( ? ) fun, but hear me now: It kills all thoughts of strategy.