SoldatDuChrist - Colonial -
After seeing the clips you showed me, I realize that there is a lot more to this map than I realized on the few times I've played it. However, that can be a problem in itself. After three games, I was still unaware of half of the routes and movement options on the map. While creative and impressive, these routes end up detracting from the gameplay due to their obscurity, forcing more attention onto the more obvious routes and making the map play in a somewhat linear fashion. If you could find a way to expand these routes to rely less on hidden jumps and make them more obvious to the average player just strolling by, it'll make the map play much better and even closer to the way it's intended.
Slashed Tortoise - Decay -
This map had several glaring issues during our playtest. First and foremost, the map is incredibly flat and relies too heavily on long hallways that offer no other options for movement or combat. What separates an average map from a great one is the potential for creativity, which is achieved through more complex geometry than what you currently have. Try to think of ways to connect areas of the map in different ways, whether that be through rooms, atriums, bridges, etc. Incorporating some more vertical overlap will help this is well, as it will add additional playspace without making the map too large to travel across.
Slashed Tortoise - Decrepit -
This map definitely played better than Decay. The layout was easy to grasp, and the geometry offered a little more variety outside of long hallways. The biggest issue with this map is how simple it is right now. All combat effectively plays on the same vertical plane, and some long lines of sight prevent players from moving through the map. if you were to flesh out each area of the map and add more verticality, it would allow players to more effectively traverse the map as well as have interesting engagements in each individual space.
Duke Of Mearl - Occultis -
This map is all around pretty solid. The only major complaints we had were how easy it was to move from one base to the other for flag runs, and that the lower levels saw less use than expected. If there were a better way to divert traffic from the middle while crossing between bases, more of the map would be played and teams would be able to more effectively set up flag pushes and stops. As for the lower levels, it may be a matter of opening up the routes leading down to allow better engagements between the vertical levels.
Thanks a lot for the test and review,
Decay I can do a bit more with, make the space at blue base smaller I think and some more levels there but also through the alley ways I think I'll make some ledges etc.. Also I'll fix the spawning, it was pretty awful which I apologise for! Aswell as I'll change the weapons to weapon pads!
Decrepit, this is a bit harder due to frame rate, I'll get rid of the bodies as they seem to just get in the way a bit.. The icicles I think will have to go in order for me to make the map play effectively but I'll see what I can do! Again I'll fix the spawning and I'll change the weapons a bit, I didn't realise there was a way to adjust ammo on them which is why I don't use them but I clearly missed something! Bit of a rookie error!
I'll be back with revamped ones at some point! Thanks again!