Small visual glitch that lets you see through the wall
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I don't know if it's intended but the roofs on these houses can make you hit your head when you try to high bomb
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This sight line isn't necessarily to show how strong it would be for a sniper but to show how easily you can spot the enemy combo and shove players with superior buffs to frag the flank and get behind without that combo able to do anything. You don't see people doing that to process IT because transitioning roamers can abuse highground, a choke, and a pack, and on snakewater lower you have the copout window in saw to hop out and help your buddies lower if you need to along with a choke and a pack. Unless you want to throw a copout dropdown in that warehouse-like room on the left to get to lower and help your buddies getting pushed into second, I'd make this "IT" like room way more controllable in the next picture.
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You have only a slight high ground disadvantage if you sit here on the box but you're unable to be helped by your teammates at all quickly, and the pack takes a second to get to. Honestly I'd either swap the packs to the opposite side of the room to the right of the box I'm stand on in the picture, or maybe put some form of high ground above the doorway to the right above the pack to use in case you need to fight.
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This looks extremely easy to control when you're trying to prevent a team from getting out of last. I'd either open up a lot more of the right so even though there are 3 doors at least one is very spacious to let people through, or at least add another doorway into second from that room so there can be at least one other door not definitely trapped off by stickies besides lower.
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If you look at lobby at the moment it's missing the separation between areas that exists for most pushes out of last that rewards teams with good communication; how people need to be careful pushing out process shutter because their team is in lobby, or pushing out through the baby shutter on gully while their team is upper, or pushing out of snakewater lower while their team is in lobby. With what's in the picture you could literally walk into lobby and not even communicate which door each person should cover because you can see who is going where and if anyone is getting pushed with 0 communication required, and be able to immediately help them, which is not usual. I would experiment replacing the yellow railing in the right of the picture below with a wall to limit vision somewhat.
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If you look at every spacious last in the map pool right now (all minus gully and blands), the general response to holding last against snipers in lobby is your combo holding a little closer to be able to spam them out, but this giant door is currently uncontrollable. Sunshine far left can be trapped off, Snakewater far right has highground close to the door to stand on, Metalworks main and Granary far right are at an angle which requires more effort to peek, ect. This on the other hand is asking for soldiers to jump through it from both directions for an easy force. If you're going to have an open door like this that isn't too easy to control I'd actually put it on the far left of the last like Sunshine so it's not extremely close to the only high ground on the last where medics will want to stand, and make the middle door a bit smaller. Also maybe put a small sightline blocker for medics to stand behind if they want to sit up here.
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I kind of went into some more potentially game play effecting things rather than bugs near the end so if anyone has any similar or different opinions definitely chime in.