this is a full ramble as I run around the map without prior knowledge. Just looking at flanks and angles. I say some wrong/dumb suggestions though I correct myself for the majority of things I realised are wrong
https://www.youtube.com/watch?v=PVqxrwQ_MiA
Just so you can understand most of my feedback. my general philosophy for map design is:
- defenders should have some high ground
- flanks should favor attackers (if defenders are not playing correctly at least)
- nothing should favor snipers. They have to put in the work
- scouts shouldn't have access to all high ground with just a winger
- soldiers should have the option to high bomb from both sides on mid and second
main things I remember:
Last
- last point right side (attacker POV) feels claustrophobic for pushing in. Widen the platform for the defenders there, moving the pillar with it to widen the thin right flank. This gives defenders a wider high ground to compensate for a smoother push by attackers. Could also give defenders a tiny hp there. Also smoothen the wall between pillar and lobby by removing the 2 small protruding walls and remove the low ceilings on that side
- main shutter has a strong sniper angle (attacker POV). Moving the pillar as mentioned above might solve part of the issue. You could also move the last point fence closer to the left which would split the sightline to the left shutter (basically attaching part of the fence to the left side high ground (attacker POV). Could split the fence in 2 fences to keep it open to walk to point from left side low ground if this blocks it (didn't check)
- (defender POV) strong sniper angle at spawn to top right lobby. Basically a free shot + class swap each time. Unsure how to solve atm but if you're already considering moving things around on last maybe you'll find a good solution there
Lobby
- Looks fine. Could maybe use a tiny pack at medium ammo and tiny ammo at medium pack
Second
- Flanks should be harder to see from point/truck. A single player at truck can see all entrances very easily. In practise this matters less because your flank calls/watches too, but 1 combo scout shouldn't be able to see every possible soldier bomb
- Extend shutter/dropdown building at right flank (defender POV) to where it has to be peaked wider than the truck to watch it. Maybe move low ground medium hp out of sight of the defenders
- slope/window/door flank is quite claustrophobic. Should be wider all around (harder to defend, easier to push into)
Mid
- Left side push seems way stronger than right push because of high ground access and sightline
- I'd make it so scouts can't take the left high ground (attacker POV). The boxes are fine though the tower attached to it should be higher than a winger jump imo. This is just a personal opinion, but I believe not all high ground should be accessible to scouts easily. Can still boston basher up it during mid stalemate
- Basement pillar should be smaller than the pillar at the mid point above. Would make it more viable to push under as flank class
- The 2 above are mostly aimed at weakening the stronger left push. Didn't really look at how you could make right push stronger though it'd prob involve making the slope/doorway into right side mid wider and maybe a slope to walk up on the high ground from main