This map is GeForce2 Hell. I frown upon foliage…especially when used in excess.
1944_Huertgen_Forest
Your name as an actual command map marker?
Wow, some people go to any lengths to pimp. While of course, as your map, it´s entirely up to you what you put in, you gotta remember that sometimes less is more.
Also, let´s not forget it can backfire, if you release a crap map people will know you made it and steer clear of future maps from you 
Seriously though, a well made map is it´s own advertisement, you don´t need product placement to sell it. Or do what I do, and use a little bit on the actual map name itself. My stuff is MML_whatever. People may not know that MML is short for MAMMAL but they´ll know they are all by the same person.
BTW definately need to sort the framerate it appears 
Beta 2 now available, yes some texture errors are not fixed yet, though many gameplay changes are in effect
PRIORITY NUMERO UNO IS FUN-FACTOR
Textures/Clipping will be fixed by final release time (hopefully within 48 hours).
Any Ideas regarding gameplay would be most appreciated, yet all criticism is welcome.
Thanks to all who have contributed their opinions and time towards this development.
I ran around the map and took FPS samplings at various points. Basically, I would stand at a point, look around, and take the lowest value that was in a reasonable direction of play (e.g., where someone would be looking or shooting). As the legend says:
Green = 76+ FPS
Yellow = 43-76 FPS
Red = < 43 FPS
I used the most common FPS thresholds where people try to lock their FPS. For the sake of reference, I run P4, 2.53 Ghz, 1 Gb RAM, GeForce 4 Ti 4600 128 Mb RAM, windowed at 1024 x 756 w/ moderate detail.

I did notice that you did remove a lot of foliage which fixed the most problematic FPS spots, there were only a couple of spots where I dropped below 43.
The command map still needs fixing. In several spots, my player icon and the command map icons are off the map and on your name. Big no no.
IMO, using the brushes to clip areas is a clever idea, but I think it’s going to piss people off. There were tons of spaces where I thought I could see and shoot at the enemy, but the bullets bounce off the clipping.
I’m not sure that the passage between the axis and allied spawns is a good idea. That really rewards the first team that can push thru the passage and spawn lock the other side - I don’t think that was the game mechanic you had in mind.
Thank you very much for the input.
next version(hopefully final) will include:
Only areas of heavy foliage will clip weapons, (should be fun for snipers).
Snow skinned jagdpanzer.
Axis pathways through buildings & forest, look for the signs.
Should I:
Make an axis barricade to stop the tank/truck near the axis side of the bridge?
Open up the bridge building?
Make a path through the river at the center of the map?
Thanks for all the help!
:chef:
Give it a few days, Im sure youll get some input, It is playable now, and will be on the servers!!, Ill try to collect some info from the players and relay that info to you!!!
PIE
Alpha is up for grabs.
Went ahead and made some major changes.
Bridge building opened up.
Axis Pathway (back way) is now a constructible, any explosive should open it (airstrikes, panzers, etc.).
Command map polished up.
Added a few more axis doors.
Moved Axis Bunker spawn.
AT cannon should work now, must be manned by axis.
All that is left to do is fine details and texture tweaking.
Thanks to all who have contributed.
http://voiseymms.com/kommando.htm
1944_forest is ready to go final, but I need to know one more thing that I can’t test by myself- does the AT-Cannon work? As soon as I have this info I will release the final map.
Changes from beta&alpha:
Axis pathway moved to more reasonable location
lots of detail brushes added
Starting spawns have more distance between them
Tank has a new snow texture
Great care and time was used in clipping the foliage, lots of crawl spaces, fire cover, ambush spots, sniper holes, etc.
Command map is finished
Structure&Hint brushes combined with reduced foliage have greatly reduced framerates
Should be a fun map, I just really need to know if the Anti-Tank cannon works correctly.
Thanks to all.
:chef:
Hi Kommando,
I played firstly as an Allie to get the tank around near the gun, then swapped to Axis and ran upto the gun. nothing happened. I don’t know if there is a scipting issue and maybe the gun requires the Tank to be manned. I did think that it might be a bit like Venice where you need to be a specific class to make the gun fire.
Basically what I am saying is I could not get the gun to work. I only had one player connected as my daughters PC is only just capable of running ET (and pretty badly at that).
One thing that I think you should do is to setup auto spawn points (or whatever it is called) so that as the game progresses, the Allies no longer spawn in their inital location rather than forcing them to go to the limbo menu to do this. I think this is a must with any tank based map as the action is generally focused around where the tank is (unless a bunch of sucky allies are playing goldrush or fueldump :moo: )
PS. Do you still want me to do the command map? I saw in you post that it is finished. If you do I will start tonight but first I’m off to see “Return of the King” again.
44forest_a2 is now available. This version is essentially the final. All I need is to find out if the AT gun is functioning correctly (and a little texture tweaking). The AT gun requires an Allied player to stand in the blast area while Axis stand near the AT gun. When I find out about this I will release the final.
As far as Command Map goes It would be great if you could get it done tonight, the one I have now ain’t bad but it isn’t anything special.
Thanks!
:chef:
http://voiseymms.com/kommando.htm
got a download at good speed from rtcwfiles but how hell you get to the AT gun? if I go near the bridge it blows me up …?
1944_forest.pk3 is now available!
Thanks to everyone for all the help in development of this map.
look for 1944_huertgen.pk3 (an update to 1944_forest) to be out monday.
Received assistance in script & objective de-bugging.
fixed=
Tank sounds, Anti-Tank gun message, Obj data, and minor texture errors.
Hope everyone enjoys this release.
:chef:
Ummm Kommando, your enthusiasm is to be commended, but you´ve just done a double post of the final version and the final final version. Granted there was a couple of days inbetween, but none of the ´fixes´ in the final final version were listed here, so it kind of implies you knew about them before you released the ultra-death-return-of-final-the-sequel-2 version 
Really this is pretty bad version control and bugfixing, since the issues in the final final were in the version before the final.
Come on, keep the revisions down and the bug tracking up.
I know it´s exciting to get versions of your map out, but really if a version isn´t fit to be labelled final (which it obviously wasn´t), then don´t call it final! Better yet, don´t release another version until you were sure you had everything fixed.
The less versions you release, the higher enthusiasm (and compatibility) will be for your map.
If you want a private test on this release, just PM me and I can set it up!
PIE
I take it you got my mail then. Hopefully you can figure out
the spawn thingie as I’ve gone back to messing with Gerbils
map. 
SiliconSlick (who had to have thunder and rain and LOTR:TTT sound bits [like a big exploding wall])