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CC Iceberg V3


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Posted

Who is changing the map and taking off the tunnels?? And why on God's green Earth would you ever do such a thing? Was there any poll on making that change because I did not see one.  This has ruined this map completely. BRING THE TUNNELS BACK!!! 

Oh yes...please.

Thanks!

GPM

  • Like 1
Posted

Well, throughout the entire time the old version of this map was installed, it had a very high chance of end-up in stalemates, lasting nearly-forever. The power plant tunnel was removed because tanks can't get at that side due to containers placed, and if enemy has a lot of snipers - good luck trying to disarm beacons there. power plant WILL be lost. that's why the tunnels there are now blocked.

The weapons factory tunnel however was also blocked because for high chance of being C4'd by sneaky tech(s) or 3 sbhs, even if mined.

I have seen enough of complaints about that, mostly because of high stalemate chance. and because basically there is a need to watch out for 3 tunnels at the same time to slow down the enemy.

In my opinion, this map plays now much better, yet I agreed that it became a little bit boring, mostly because you no longer have to worry about that 3 tunnels.

There is only 1 tunnel is now per each base.

As an alternative, there is a way to remove containers to let tanks go at back of power plants, yet because this game is quite specific, doing that is harder than it looks.

Posted
On 8/8/2026 at 3:10 PM, MaxRen06 said:

Well, throughout the entire time the old version of this map was installed, it had a very high chance of end-up in stalemates, lasting nearly-forever.

This map???? Statemated??? I just can't see how. This map is one of the few that by itself RARELY ends up in a 2 hour or longer game.  The tunnels are EXACTLY what stops this game from being stalemated. Saurontwo, me (if I may humbly say so)  and many others are feared for the tunnel work we do. It makes this map go very quickly.

What stalemates games is not the maps anyways. It is the lack of teamwork. Most stalemates consist of a team that is half snipers/sneakers and half tankers. Maps like under and field are stalemated often because of this, and neither team can turn the tide. it is only when people finally get sick enough of it that one team gets enough tanks to win it that ends the stalemate.  

Rather than take tunnels away we need to ADD new tunnels to field and under so there are at least 3 ways in via tunnels. 

I don't know if you changed the map or someone else so I am not directing any of these comments to you specifically.  But in my opinion these are serious mistakes in understanding the dynamics of the maps.  Tunnels do not add to the time of a game. They certainly end them faster.

So again, for anyone who might read this and have the power to change it back I, for one, am requesting we do.

Thanks!

GPM

 

 

 

Posted (edited)
33 minutes ago, GetPastMe said:

This map???? Statemated??? I just can't see how. This map is one of the few that by itself RARELY ends up in a 2 hour or longer game. 

As far as I clearly remember, I've encountered on this map the situations like Airstrip VS Barracks with absolutely no Refineries for both teams. Not once. For this map it used to be quite common. If it was marathon - it would go forever, or until a (forced) poll to disable repairing, time limit or gameover comes out.

Well, also I remember that in most cases the map will finish quite quickly, not gonna lie here.

Now, Power plants are more secure, and Weapons factory is also more secure, because again, it also was used to get easily backdoored either by tech(s) or by 3+ sbh rush.

I am not creator of this map, but I write the situations, according to what I've experienced throughout many years.

Edited by MaxRen06
Typo + missed important statement
Posted

Having less access points to a base will usually make it more stale mated. So I kind of agree with gpm here. 

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