Charlie


Kampfer/Burns
05-19-2003, 08:40 PM
Well we all know this but seriously I would like to know why Charlie was made the way it was. Certainly maps like Overlord were tough for the Allies but why is it that Charlie is almost like Glider where you can easily sneak through enemy lines (since there are many paths to take). This map lacks the whole assault feeling since all it takes to win is a few guys with satchel charges. Considering that the map is so well done its a shame to see a lot of it simply go to waste. Also what is it with the Axis rarely covering the first 88mm? That path is one of the most imprtant routes for the allies. My point is that the map should be a true beach invasion not a sabatour mission. The map is simply too amazing and I dont think its living up.

Gorbachev
05-19-2003, 10:14 PM
but it's all up to who's playing...I've seen both sides win equally on charlie, and I enjoy the map. In every map it all depends on who's playing, they're all about as even as you can get. Some games noone wins a map in a 60 min round (on the non-timed maps) and other times teams win every minute or two.

05-20-2003, 12:25 AM
Have you played with good Axis before ?

Well, if you haven't let me tell you that it is a lot harder than your average pub game

Inch
05-20-2003, 04:01 AM
1. what's up with all those allied snipers??? You should play on a server with one or two allied snipers at the most. It's the main reason why the allies tend to win so easy. Snipers near the waterline that you almost can't spot unless you're killed.
2. indeed: GOOD axis. Axis that know the map and spread themselves over the different bunkers and make use of every mortar can cover every inch of the beach and make life hell for any ally on the beach. Instead of cramming all in one bunker.
3. Even if the allies break through. The axis can easily retreat and with some strategically placed MG's they can cover the whole 'hinterland'. Ever noticed that bunker on the side that overlooks the radiopost?? I wonder why so little axis are actually making use of it.
4. The allies have like 10 mins to meet the objectives. It's surely not impossible for the axis if they work together.

[:C:]Zer0
05-20-2003, 05:13 AM
some people call me a cheater because im a axis with a kar 98 runing bunker to bunker. and picking off allied soldiers running on the beach.

Inch
05-20-2003, 05:46 AM
so what?

it's normal for the allies to die on the beach.

they did it at omaha too 60 years ago. The axis should have an advantage initially. The fact that allies 'can' win from the axis is because this is a well made map.

05-20-2003, 08:22 AM
If a couple of the objectives were made 2 man caps there would be more of challenge for allies.It can take a long time to cross the map and reach an 88 to stop the cap, which with 1 man caps by then it's too late.
For allies it does tend to be much easier to slip through simply because the map is much larger than beach maps before.
And yes- axis will hold out but only if half the team rally and guard a final objective without moving. That rarely happens on pubs.

Craftos
05-21-2003, 06:44 AM
This is obvious sign of lack of teamplay on servers. With coordinated atack/defence this map plays properly. Without it is too large to defend well. Lack of teamplay is more clearly to notice with 1.o. Even with these so called pro-team things game is much better suited for lower scale maps when you can win with very low team-oriented support. Maybe this is because of player coming from CS. This is not flame but after reading many discussions about suggestions/changes with other people I know that they very often refuse to learn new/different things. They play the way they want to, eve if it don't work well for co-players. If they come from typical online FPS they lack WW2 team orientation.
So such maps like charlie are designed better for clan/pub matches. For good public game beach map should have different (simplier layout).

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.