*River of Dreams - I'll be honest, My opinion of this map is pretty harsh. Gameplay wise, the map has too many power weapons, the majority of which feel useless, and it also has too many heavy vehicles, with the pair of tanks, mantises, and a collection of warthogs, trying to survive on foot feels almost pointless, I do like the neutral flag push idea though. In terms of the map's structure, you picked a good location, but the map is too wide, way too long, is very open even in a tank, and red team's end of the map is clearly too tall. The majority of battles on this map were either 1v1, 5vTank, or hiding somewhere with a sniper. I'd say this map would play better with a progressive gametype like Invasion from Halo: Reach, and could use some more cover, along with a bit of downscaling.
*Echoes - There was a lot of comparing this map to Basin for some reason. I however, got more of a Halo: CE feel from this map, and the visuals certainly reflect that, it feels like a chunk straight out of the classic campaign. Mad props to you on that front. That said though, the map feels just a bit too big and open. I don't think it would take all that much to fix that. While the pair of railguns are surprisingly balanced, I think they could do with being moved out from under the bases. I didn't see the hydra launchers used all that much, but their spawn location feels a bit too close to either base, maybe swap them with the needlers not that far ahead. Wandering around this map to refresh My memory from last night, I found a gauss hog, and I don't think I saw it used once during the playtest. Also, maybe it's just Me, but the teleporters seem to exit in a bit of an odd location. In the end, a fun game was had on this map.
*Fracture - The sniper rifles feel perfect on this map, at least to Me, and I like the new flag location. Other than that, I didn't notice much of a difference from the last version I played, but I'm about as oblivious to change as a sloth, so try not to be too insulted if I missed something this time around.
*Artemis - I didn't see the warthogs at all this time around. Were they removed? I honestly couldn't tell. Aside from this, the map felt the same to Me as last week.
*Ferrous - LENS FLAIRS!!!
Still gotta work on that intro scene, friend. I'm honestly not sure how much of the different gameplay I experienced on this map can be attributed to the fact that I simply had a better game this time around, so I can't say anything major. I will say though, I love the dynamic element in the pipe by junction. Going off the jump in a warthog and breaking through those bars feels so~ satisfying.
*Badger Pit - Where Badger Cliffs needed to grow up(metaphorically, not literally), Badger Pit needed to sober up... Or maybe that was just blue team, because they randomly broke out into a dance party in the middle of the map near the end of the game. I'm worried they got bored or found gameplay to be stale. Blue team scaring Me aside, red team's feedback ingame was mostly positive(I think) with some general confusion. I look forward to reading the feedback here. This was the last map I played on before leaving for sleep.
*Rusty Hook - I did play on this map at some point last night too, but given the multiple crashes it had, no solid gameplay was had. What little I did see of the map was that it lacked cover, and the initial spawns are apparently in the middle of the map.