Dead Cassette - Collide Scope -
The biggest issues that were brought up while playing this one were the size and linear nature of the map. The game ended before the kill cap was reached, and there were times were it was very difficult to find enemy players. However, there were also times where it was too easy to see enemy players on the other side of the map due to extremely long sightlines. This would often lead to unfulfilling engagements or being killed right off spawn. The linear nature of the map compounded this problem, forcing players down overly predictable lanes. Overall, I think the map needs a complete overhaul and redesign.
IMAROLLINGSTONE - URU -
As we discussed, the only major issue I see anymore is player orientation. Giving either side of the map slightly different shades of light could help with this, as well as other subtle cues, like opening up a part of the rocks above the map to let more light in on one side.
IMAROLLINGSTONE - Ring World -
The upper ring surrounding the covenant sniper tower still seems to be the dominant position. I would remove the hill up there entirely and push the walls closer to the middle, reducing the dance floor. Aside from that, I think it's worth looking into the changes we discussed about adding more indirect cover to help the covenant tower in the middle manage its sightlines better, as well as making the slopes in the elbow hallway shallower.
Scrub Meee - 7071 -
While very interesting visually, and fun to play at times, this map suffered some serious design issues. First and foremost is the fact that many of the lower areas of the map are extremely open, while the upper areas are very covered and easy to camp. This created a problem where the team that won the initial engagement could camp the upper levels indefinitely as the other team was spawn trapped/killed trying to push out of the extremely exposed lower levels. In addition to this, many of the lower areas look directly into each other through long sightlines and large doorways, making it even harder to move.
Brotastic Bear - Recollection -
Much like the first map, this felt like it suffered from being too large. Some of the outer areas of the map felt like they could either be consolidated into other existing rooms and paths, or cut altogether. Aside from that it's just a matter of further testing the map and working on details like scaling, sightlines, orientation, etc.