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  1. Greetings, I've been requested to re-create the Hostile Waters map for many years now, so with Delta being released and re-introducing naval combat to the game, I suppose it's about time that I got to work on it... A brief piece of history: Hostile Waters was originally a .935 map featuring a naval and air-only gameplay. Both teams had their own little island, with in the middle a cluster of icebergs dividing them. This created some unique level gameplay where Soviet submarines could ambush Allied ships by hiding underneath the icebergs, but also putting them in a tight fighting space. The map had custom naval and air balance, as back in the earlier days of APB gameplay balance was further from where it is now. Hostile Waters also introduced two modified "game-breaker" units, high end units designed to break a potential stalemate; The Soviet "Nuclear Submarine", and Allied "Ion Destroyer". Needless to say these were a topic of love and hate by the players, and unfortunately server side donations made them easier to obtain than intended. I will go ahead and say that the "game-breaker" units will not return in this version of the map, since Delta's gameplay does not require them. (This is a work in progress!) The new Hostile Waters is remade from the ground up, which has taken me a little while since I haven't used any W3D tools or 3DS Max since I left the BlueHell Productions team in 2012. Also learning and implementing the new 'Delta-way' of doing things has taken some additional time so far, but my thanks goes to Generalcamo and Pushwall for answering my questions and providing me with Delta assets. The map will have a few more notable differences over its predecessor: - Advanced Naval Yard and Submarine Pen. * Named "Advanced" to highlight they are different from their normal counterparts. * Designed for Hostile Waters gameplay. * Anti-camp designs, Allied ships spawn behind a gate, Soviet submarines spawn inside and leave while submerged. * Repair zone clearly marked with a crane, no more guessing which side is the repair area. * Three defenses on the building roof(s). * Both buildings have at least one designed "naval transport landing area" for potential infantry attacks on the naval buildings. * Allied Advanced Naval Yard is of similar scale as the Sub Pen, for balance. * The game ends upon sub pen/naval yard destruction. - New Icebergs * A less eye-blinding "ice" effect! * The icebergs have two Naval Transport landing areas. * Infantry access to the icebergs adds a new dynamic; Infantry can now engage more in the gameplay of this map (Tech Level 4 infantry enabled). * Special map-unique secondary objective is on the icebergs (More info soon!). - Soviet Chinooks are disabled, in order to put the gameplay focus on naval transports for all infantry purposes. - Improved map plot (More info soon!). The map and both buildings are currently fairly well underway in development, and providing there are no unexpected surprises (and there always are), I expect to have a playable version "Soon". If anyone has any feedback on the original map, or concerns about this one, this would be the place to throw it at me...
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