Well shoot. You guys seemed to have covered everything already, so uh.... Ditto.
Ok, real talk.
Hows: So far, things are looking really good on this map. I played defense most of it, so I cant say much about the middle of the map. The outer edges felt very good to move through, very safe. I also love the approaches to Alpha and Charlie. The only real complaint I have as of right now is, like I said in the lobby, some annoying bumps on the ramps. I don't know what else to say, other than maybe play around with possibly adding a small interior to the walkway between Alpha and Charlie, just to see what happens.
Aerolith: Again, I didn't see much of the map because I was playing defense most of the time (or get pulverized by the Banshee or SAW'd in half). From what I saw though, Bravo needs a major nerf, either in sightlines or height (preferably both). Some of the rock paths through the back seemed a little awkward and could probably be tweaked to be smoother and less cumbersome. Other than that, I'd say the only major issues may be how powerful the Banshee is and the number of SAWs on the map.
Embark: Things are looking REALLY good with this one Shoe. I'm gonna second (or third... or fourth) the general though from everyone of expanding Red base a little bit. The only other thing I can say is to maybe look into the spawns on Gold corner that look directly into Red's front door. There were several occasions where I grabbed the Lag, er... Flag, and was immediately being shot down by people spawning there, which made Gold feel like an invalid flag route. Besides that, I'm loving New Barky
Rogue: OHEMGEE BEST ONE FLAG EVAR WAY BETR THAN EMBARK!!! /sarcasm
Anyway, it seems the only big issue everyone is having so far is the capture point being hard to see, which will be addressed. I'm also going to keep an eye on spawns, just in case any more hiccups pop up.
Traxus: OHEMGEE BEST CONVERSION EV- ok I'm done.
Again, the only major issues people seem to agree on is that Alpha is trash (I agree) and that Bravo and Charlie share power positions. Both of these will be addressed.
Linchpin: What kind of name is Linchpin, Wraith??? Other than a dumb name (jk bro, hugz
) the map seems to be doing really well, especially after you brought down the knife on the connections from Gold and Green into mid. My only major complaint at this point is the spawns. Play around with the respawn zones a bit more for flag, because spawning around the corner of the ENEMY flag while you're trying to defend yours can be frustrating, especially when there's no clear diagonal path to intercept the enemy flag carrier.
Workhorse: Again, pretty much everything has been covered on this one. Here are my personal suggestions for this map (you don't HAVE to follow these, just how I would do it).
First, I would redesign the middle building. As it stands right now, it feels like a single room with clunky jumps across the top and blindingly tall grass through the bottom. Try raising the entire building, and more structure (less flat walls), and more complexity to it so it's not just a single room. Look at the middle of Linchpin as a good example. The outer buildings could use some work as well, as they're also a little too simplistic. Try adding more structure and complexity to these as well (just not as much as the middle). This would make the bases feel more like viable play spaces instead of just safe spawn areas.
The tower in the middle feels a little exposed and could use some better piece usage (sorry, but I'm a sucker for awesome aesthetics
) As for the hilly area in the back, I would try to add more varying elevations through there. Try making the hills go up and down a few times as you travel through it. On that note, try adding some hills made of the rock pieces around the entire map. This would help with the flat feeling and give players some terrain to use as cover when traversing the map. My final piece of advice is to improve the pathing for the Warthogs. This can be easily done by just driving around the map for a while. If something feels cramped or awkward, open it up a bit so the Hog can move through easier. Just don't let it overpower infantry paths, keep it somewhat limited.
Hope this helps!
Kallisto: Seriously, what's with these names you guys?
I've been watching this map evolve for a while now, and I like what I'm seeing. Definitely one of the better Lockdown maps out there. The only things I could see being better is making the platform where the Ricochet goals are a little bigger. This would not only allow for bigger goals, but less awkward transitions upward. It just feels a little cramped when trying to make that corner when running up the ramp off of spawn. Also, maybe add some rocks into the initial spawn fields if you plan on making this compatible with more gametypes.
/rantover