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MapGametypePlayersForgerPositivesNegatives
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ExhibitSlayer6The S0UL FLAMEVery Prisoner-esque, interesting lines of sight,
great vertical dynamic
Top ledge - could hide up there most of the game
without people noticing.
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Ieros KipeosSlayer8HeroicJkroyFun pathing, teleporters encourage movement,
beautiful aesthetics, smooth flow and base
orientation/callouts. Seems balanced, excellent
middle structure and verticality. Hydra is very
well-balanced. Weapon choices were great - never
found a weapon we didn't want to use.
Could use some reasons to be present on the top
floor above the Hydra, teleporter out and in nodes
look the same, some areas where you can't jump
into some spots even though they look jumpable.
Possibly a few too many pillars on the side bases.
A bit too easy to troll people on the stairs w/ground
pound.
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Prae ExilioSlayer8Zac LeeVery beautiful map, has a Halo 3 vibe. Very
learnable, glad that "penis rock" is bigger. Fun lines
of sight. Looked awesome and played really fun,
the basement was very cool looking.
Too much of a "get to the top" feel - doesn't seem
to be many underground battles/traversals. Maybe
block some lines of sight off a little more or change
up weapon locations. Towers shouldn't have long
range weapons in them - put the DMRs/LRs in
basement.
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SlushedSlayer8Debo37Fun playing under the water, aesthetically looks
like a glacial outpost, sniping was very fun,
interesting engagement distances.
Never saw a power weapon, 1999 decor, doorway
over by sniper caused an unneeded death, top red
might be too unflankable. A couple rock jumps that
should be clamberable. Tendency for people to go
topside, fearing water.
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CamelotSlayer8T0ASTMAN"Sharp as hell, I want to live there without assholes
who have guns." Very beautiful aesthetics and the
trillionaire vibe is strong. Seriously fun-flowing map
that really impresses when you load it and run
around it. Details were on point.
Weapon pads should definitely be used, add some
invisible blockers to keep people from bumping
around on rocks or trees. Maybe a bit big for 4v4
but good balance between outdoor and indoor
fighting.
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DebrisSlayer8Partarar
Really interesting lines of sight for the layout, good
balance, camo was fun to use. Team fights involved
lots of flanking and strategy, which was excellent.
Player orientation was pretty easy and the map was
very readable.
Felt like the map was pushing CQB but with long
range weapons, more coloring would also help.
SMG might really make this map feel better.
Single mag Scattershot or low-ammo SAW?
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ExhibitOddball8The S0UL FLAMEOddball played fantastically, good holdout spots to
attack and defend. Verticality was super positive,
artistic vibe was great. Flow to the back ramps felt
just right.
Maybe do something to get more traffic up to the
topmost level, Overshield went ungrabbed for quite
a long while. Some frustrating ledges that look
clamberable but require a bit too much skill.
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ElementStrongholds8SpranklzVery interesting visuals - not often that you see
such a multicolored map. Really unique sightlines
and angles of engagement.
Confusing layout and navigation, weapon spawns
non-obvious, huge focus on ranged weapons,
strange angles to fight. Should probably add some
more cover if you want to make it more traversable.
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Ieros KipeosStrongholds8HeroicJkroyStrongholds on the red and blue outsides really
had people using the entirety of the map; teles
are super essential as well. Way better flow. Chair
strat 💯. Constant ebb and flow of fighting was fun.
Camping the Trench on the outsides was a bit OP.
Could use a couple more routes to the top Trench.
Size of Trench could use a small rework; the chaos
added by the teleporter was a bit much as well.
Garden walls were snagging people.
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Prae ExilioStrongholds8Zac LeeSeemed relatively balanced, spawning had no
issues. Map control could be well established.
Played a different kind of Strongholds, where
locking down Strongholds was the goal.
Start spawn for Blue Team should point toward the
Blue Base Stronghold. Too open on Hill Stronghold
- blue tower could completely control Hill. First
team to take 2 Strongholds seemed to win. Window
in main base might need removing, underground
pathing was less intuitive than it could be.
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SlushedStrongholds8Debo37Different due to the water, interesting playstyle,
promoted a lot of flow around the map. Flanking
through the water was nice. Seems balanced. Was
able to use the water offensively and pop out of it
by the Rocket Launcher.
Sightlines between Strongholds led to flipping of
bases. Severe disadvantage pushing from Rocket
spawn to Courtyard Stronghold. Gravity bug may
require removal of zones if it wasn't just lag that
caused it.
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ExcaliburSlayer8T0ASTMAN
Visually stunning, really nails the "gigantic cannon"
theme, has a lot of interesting combat throughout
the middle. Height variation is fantastic. Lots of
enjoyment of the entire map with minimal nitpicking.
Possibly a bit campy at the top if you get onto the
vats - somehow balance those with the slow
nature of the lifts. Bases are a little bland, picking a
path forces you to commit to it. Possibly lower the
lifts a small bit. Use weapon pads!
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DebrisStrongholds8Partarar
Asymmetric layout of Strongholds on a Symmetrical
map was awesome - really fun flow, not boring at
all. Map gave several people boners.
A CQB weapon or two would be a great addition.
Really the same criticisms from Slayer apply here.
Holding top Strongholds were easier than the
bottom one.
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SandblastSlayer8One Nut McGooReally cool visuals - love the wind and dust effects,
and the Sandtrap vibe. Hallways are cool and the
Marathon logo blew people's minds!
Map was YUUUUGE. Probably more of an 8v8.
Could use some opening up in spots, and less
channeled flow of players.