
The map mlb_daybreak is a very nice map from the technical and game play point of view. The only problem is, that on kernwaffe allied do not like the map too much, because they are constantly in the defence, and practically always lose when teams are somehow balanced. On average, the map timer shows about 15 min left when axis has blown the rocket. That is a huge lump of time left. 

When playing without enemies, one can complete the map in about 15 minutes. The total map time is 40 minutes. Thus, allied must delay the axis advance by about 25 minutes. Basically axis can still win, when coming half an hour too late to the match. In a 6vs6 this maybe the right balance, as the axis team maybe have 1-2 engineers, and if they are dead, the respawn time hurts a lot. However, in a 20vs20 game with 5 engineers charging to the tank, axis advance is accelerated by sheer player number. 

Thus, in the map version mlb_daybreak_short, downloadable here, i cut the map time down to 28 min, thus allied only needs to delay axis by about 13 minutes. Basically, axis now has only half the time to poke their noses instead of attacking. Note, on average that should be still enough time for axis to win, thus, allied can not be relaxed.

Further, allied got a little more offensive potential by gaining an outside spawn, that is nice for annoying axis, however, it decreases the allied defence potential on the rocket as people go missing. Thus, that's more for allied player fed up to always defend, not really a big map advantage.

And at last, allied spawn time is reduced from 20 s to 18s. Note, that speeds up respawning on average(!) by 1s, not by 2s. Or in other words, if you die 30 times on the map, you get a time advantage of 0.5 minutes. Also that should not be a game breaker, but it should prevent that allied sometimes have to stare for 20 s on their monitor...

All changes compared to the original map are:
- SK zones from old mlb_daybreak implemented
- Disabling of mlb secret room from old mlb_daybreak implemented
- Reduce allied respawn time from 20s to 18s 
- Set initial timer to 15min instead of 25min
- Time extension after tank breached "ancient castle wall" +5min                 (thus total of 20min instead of 30min
- Time extension after tank breached "base entrance gate" +3min instead fo +5min (thus total of 23min instead of 35min)
- Time extension after axis have blown the "generator" +5min                     (thus total of 28min instead of 40min)
- After blasting the "dam access gate", allied reinforcements can spawn at the fortress entrance, i.e. in the back of the axis front

Maybe we could try the modified map version sometimes...

BTW, to start a custom map in win windows, make a short cut to 
"C:\Programme\Wolfenstein - Enemy Territory\ET.exe" +set sv_pure 0 +set developer 1 +set g_gametype 2 +g_scriptdebug 1 +devmap mlb_daybreak_short"

CU Bad.Santa 