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I'll add some comments to 3drts' excellent suggestions.
1.) You are using a few Features from the Ariziona TT set and they are gonna look "weird" until the Universal Feature Patch is completed by Mysteryem and committed to the 2.3.x branch by Per.
2.) On some of your Cliffs you are not using transition tiles to traversible terrain so they don't blend and stick out with pronounced artifice instead of a natural unobtrusive flow of visuals.
3.) You made 2 interesting cul de sacs in your River Gorge that could also function as something more than eye-candy terrain if you added, just as an example, a tactical prize in the form of a cache of Oil Drums.
4.) In your open flat plains if you created a gentle roll to some hillocks &/or pronounced craters you could make the terrain more tactical in the maneuver of LOS DF weaps and also opportunities to conceal IF weaps.
5.) There are some key vacant areas that could possible serve as Scav Forward Bases - Small Bases without Scav Wall Fortifications is what I mean.
6.) In a 1 vs 1 Map I think in terms of
EPIC Battle experience possibilities. You can do more to create that in the way of canny threats posed by the scavs &/or some other conjuring from your imagination.
All in all this map shows a lot of promise and the design & craft clearly show a high standard of care in execution.
Look forward to your next iteration.
BTW - I am running with both Dylan Dog's latest Ski Dydo and Scav Dydo A.I.s. in T-3.... I have yet to go at it T-1. Also - with Scav Dydo A.I. the scripting Caps Scav units to a combined 35 at any time. This is one thing I am changing in the scripts for my own
Aqua Scav Nex SP Project.
- RV
EDIT: Ooops.... you just put up a new iteration I have not even downloaded yet while I was posting this so if there are comments of mine that no longer apply please ignore as I have of course been referring to your previous iteration.
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