Just had a chance to run around this one today. I think the night time summer setting works better than that foggy snowy version. It was too easy to get sniped by the axis without being able to snipe back.
However, I’m not such a big fan of the extension. Visually, it looks like it belongs in a completely different map. The castle itself is compact, but with multiple levels and routes and lots of nice irregular details. The town is really spread out, a little blocky, and it takes longer to get to the objectives. The only objective in the town is that second truck barrier, and at the start of the map, who cares about that?
The Axis spawn points seem backwards now. Why should the axis spawn all the way back into the town when all they have to do is hold the walls of the castle? In your original version, allies had to build a cp to capture the tower spawn. A flag spawn would probably have worked much better. Combine that with perhaps a dynamitable objective needed to secure that flag spawn permanently would have been sufficient.
I think Axis should only spawn at that town spawnpoint if the allies have escaped the castle with the objectives. But, in my opinion, the full blown town is over kill. What the allies need the most is a building or two to spawn in, and some decent cover on the side routes to the towers.
Personally I always thought this map would be a great place to create a new kind of objective. Instead of the allies using dynamite to blow the walls (which can be frustrating as hell on the original frost). Why not have them assemble a catapult on either side and use those catapults to breach the walls. At least that way, the axis will have to do more than just sit on their towers and rain artillery and sniper fire down on you. They would have to keep the allies from loading and firing the catapults and they could even sabatoge them with dynamite.
Then then action can focus where you want it to be - inside the castle. Also, since the truck escort is kind of a formality. If the allies were ever able to get the truck out of the gate, the game was over. I would just put the truck at the allies first spawn point and make them run to the truck. That way, even tough the axis are spawing way in the back of the castle, they still have a chance to have someone intercept the objectives before they get away.
Anyway, hope you don’t think I’m bashing the work you’ve done. I’ve always like this map. The castle design is great. It just needed a little work on the balance at the beginning. And I’d like to see the new additions reflect the quality of that castle without going overboard.