IMAROLLINGSTONE - Traffic Jam -
This version was a clear improvement over the last one. While the map played well enough, I still feel like it could play better. The main thing holding this back from being great right now is the way the flag moves through the map. Currently, the only viable option for a flag runner is through the tunnel directly ahead of them. This makes every objective run and every encounter surrounding it predictable, and this will get stale very fast. I would look into redesigning the bases slightly so that there are multiple choices of where to run the flag once it is grabbed. This may also mean redesigning the areas at either end of the tunnels to create more routes and play space. Other small gripes include the awkward combination of infantry and vehicle pathing next to the lower sides of the bases, largely open and flat geometry where the turrets currently are, and unnecessarily long bridges in the middle of the map. Some of these things could easily get changed if you make the larger changes at either end of the tunnels and in the bases.
KilltrOTTcity - Eradicate -
Unfortunately, this map is still far too large and flat compared to the original version. There isn't enough variety in the map to encourage players to explore, take different paths, and lock down certain positions to force flow to others. The giant doughnut nature of the map is leading to boring and stale gameplay where vehicles drive around a simple circle with ease, and infantry struggle to cross wide open lines of sight only to get dominated by vehicles or any player with a long range weapon. Also, the excessive use of scripting with moving cover, doors, and hidden switches makes the map feel like one big gimmick and draws attention away from how the map itself plays.
Skyshatter7 - Goldmine -
While visually impressive, the map is far too large both vertically and laterally. Players have a hard time engaging each other from different areas of the map, creating compartmentalized combat zones that have little interaction with each other. There was zero incentive to travel to the bottom of the map, as it is a large open expanse with very few option for vertical movement, and is easily dominated by the higher positions. The upper terrain areas suffered a similar problem with long sightlines and little cover. I suggest trying to scale everything down a bit and focus on giving each area a purpose and strong connections to each other. The lower area should have some incentive and be able to fight back against higher areas while being able to easily move up. The higher areas should be harder to lock down compared to the bottom, but not so open that engagements become tedious or frustrating. Also, if you're going to include vehicles, make sure that a majority of the map can be accessed by them and that they have an impact on the way players move and fight within the map.
This version was a clear improvement over the last one. While the map played well enough, I still feel like it could play better. The main thing holding this back from being great right now is the way the flag moves through the map. Currently, the only viable option for a flag runner is through the tunnel directly ahead of them. This makes every objective run and every encounter surrounding it predictable, and this will get stale very fast. I would look into redesigning the bases slightly so that there are multiple choices of where to run the flag once it is grabbed. This may also mean redesigning the areas at either end of the tunnels to create more routes and play space. Other small gripes include the awkward combination of infantry and vehicle pathing next to the lower sides of the bases, largely open and flat geometry where the turrets currently are, and unnecessarily long bridges in the middle of the map. Some of these things could easily get changed if you make the larger changes at either end of the tunnels and in the bases.
KilltrOTTcity - Eradicate -
Unfortunately, this map is still far too large and flat compared to the original version. There isn't enough variety in the map to encourage players to explore, take different paths, and lock down certain positions to force flow to others. The giant doughnut nature of the map is leading to boring and stale gameplay where vehicles drive around a simple circle with ease, and infantry struggle to cross wide open lines of sight only to get dominated by vehicles or any player with a long range weapon. Also, the excessive use of scripting with moving cover, doors, and hidden switches makes the map feel like one big gimmick and draws attention away from how the map itself plays.
Skyshatter7 - Goldmine -
While visually impressive, the map is far too large both vertically and laterally. Players have a hard time engaging each other from different areas of the map, creating compartmentalized combat zones that have little interaction with each other. There was zero incentive to travel to the bottom of the map, as it is a large open expanse with very few option for vertical movement, and is easily dominated by the higher positions. The upper terrain areas suffered a similar problem with long sightlines and little cover. I suggest trying to scale everything down a bit and focus on giving each area a purpose and strong connections to each other. The lower area should have some incentive and be able to fight back against higher areas while being able to easily move up. The higher areas should be harder to lock down compared to the bottom, but not so open that engagements become tedious or frustrating. Also, if you're going to include vehicles, make sure that a majority of the map can be accessed by them and that they have an impact on the way players move and fight within the map.