Power Strip - The 2 side, bridge connected layout was interesting, reminded me of sword base loosely. I would focus on having less man cannon connections, as it puts players at a disadvantage to moving across. It would also be interesting to see burgess ramping up, allowing the opposite side access to the roof of the other building. Please remove the CE magnums, they are so strong and easy to dominate with.
Grave - The map was kind of a box. Movement across could get rather boring, as the entire map was essentially 3 bridges and an open plain below. The Saw was far too powerful and easy to use. I know you want to try to balance it, but with how strong it is I don't think this map is going to work for it, it's just too open and the lines of sight are too optimal. The camo pit was interesting, providing a tough place to grab the power from.
At Last! - This map was interesting, but also kind of a mess. Thematically there were too many things going on, between the natural geometry, space asteroid areas, urban environments, and fun-house colorful geometry. I would focus in one one area and use that themes throughout. The geometry was also sporadic and often uninteresting to play on. Most of the bottom floor was one large flat plane with walls breaking it up, leading to fights that lacked a vertical element. I would condense the whole map inward and work on better movement between the levels.
Precursor - This version played better, the roof no longer felt like the best area. We got kind of stomped the game I played, but overall I didn't see any issues with the current geometry. I'd like to play a longer, more balanced game though.
Avenue - I enjoyed this breakout map a lot. The dual railgun rush was interesting, and the areas were really good for baiting other players. I did feel that the middle area was a little simple, mostly just a flat floor with geometry breaking it up. More height variation and sub-levels would be appreciated.
Permafrost - The map felt like an extremely oversized Lockout. It felt disjointed due to this, and a lot of the space felt unnecessary. I would start by shrinking the map down and removing unnecessary space.
Reconciliation - I liked the color changes, but it's still hard to tell where you are on the map. There need to be some major differences on either side. Color, geometry, lighting, and out-of-map views are all ways that can accomplish this.
Crimson Plaza - This was an interesting narrows style map. I loved the style and theme you went for and I think it is spot on. I felt that the central moving pillar was unnecessary, and that having the top path sometimes be blocked added nothing to the game. The right and left sides also didn't see a ton of gameplay, and I think they would benefit from being brought in towards center a bit to keep the spaces interacting. The very bottom floor with the sword and tells also felt entirely unnecessary. The teleports didn't take me anywhere that I couldn't have just as easily run to, and the area rarely saw engagements. The snipers should also not spawn at the bases, as they are super easy to camp.
Zen - The map played fairly well, but it was a somewhat generic design. I'd explore what it is that you really want to accomplish with the map, and perhaps experiment with some different weapons and geometry to find something more unique.
Stigma - Change name to "Squigma." Apply Y button.
Compound 11 - I would try to connect the rooms a little better and men them a little smaller. Right now each room is its own play space, and they do not interact very much. I'd like to see other ways of moving between them besides just the same type of door, perhaps a teleport system or a larger break in a wall that offers a different angle in. This will also help with player orientation.
Grave - The map was kind of a box. Movement across could get rather boring, as the entire map was essentially 3 bridges and an open plain below. The Saw was far too powerful and easy to use. I know you want to try to balance it, but with how strong it is I don't think this map is going to work for it, it's just too open and the lines of sight are too optimal. The camo pit was interesting, providing a tough place to grab the power from.
At Last! - This map was interesting, but also kind of a mess. Thematically there were too many things going on, between the natural geometry, space asteroid areas, urban environments, and fun-house colorful geometry. I would focus in one one area and use that themes throughout. The geometry was also sporadic and often uninteresting to play on. Most of the bottom floor was one large flat plane with walls breaking it up, leading to fights that lacked a vertical element. I would condense the whole map inward and work on better movement between the levels.
Precursor - This version played better, the roof no longer felt like the best area. We got kind of stomped the game I played, but overall I didn't see any issues with the current geometry. I'd like to play a longer, more balanced game though.
Avenue - I enjoyed this breakout map a lot. The dual railgun rush was interesting, and the areas were really good for baiting other players. I did feel that the middle area was a little simple, mostly just a flat floor with geometry breaking it up. More height variation and sub-levels would be appreciated.
Permafrost - The map felt like an extremely oversized Lockout. It felt disjointed due to this, and a lot of the space felt unnecessary. I would start by shrinking the map down and removing unnecessary space.
Reconciliation - I liked the color changes, but it's still hard to tell where you are on the map. There need to be some major differences on either side. Color, geometry, lighting, and out-of-map views are all ways that can accomplish this.
Crimson Plaza - This was an interesting narrows style map. I loved the style and theme you went for and I think it is spot on. I felt that the central moving pillar was unnecessary, and that having the top path sometimes be blocked added nothing to the game. The right and left sides also didn't see a ton of gameplay, and I think they would benefit from being brought in towards center a bit to keep the spaces interacting. The very bottom floor with the sword and tells also felt entirely unnecessary. The teleports didn't take me anywhere that I couldn't have just as easily run to, and the area rarely saw engagements. The snipers should also not spawn at the bases, as they are super easy to camp.
Zen - The map played fairly well, but it was a somewhat generic design. I'd explore what it is that you really want to accomplish with the map, and perhaps experiment with some different weapons and geometry to find something more unique.
Stigma - Change name to "Squigma." Apply Y button.
Compound 11 - I would try to connect the rooms a little better and men them a little smaller. Right now each room is its own play space, and they do not interact very much. I'd like to see other ways of moving between them besides just the same type of door, perhaps a teleport system or a larger break in a wall that offers a different angle in. This will also help with player orientation.