A | B | C | D | E | F | |
---|---|---|---|---|---|---|
1 | Map | Gametype | Players | Forger | Positives | Negatives |
2 | Exhibit | Slayer | 6 | The S0UL FLAME | Very Prisoner-esque, interesting lines of sight, great vertical dynamic | Top ledge - could hide up there most of the game without people noticing. |
3 | Ieros Kipeos | Slayer | 8 | HeroicJkroy | Fun 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. |
4 | Prae Exilio | Slayer | 8 | Zac Lee | Very 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. |
5 | Slushed | Slayer | 8 | Debo37 | Fun 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. |
6 | Camelot | Slayer | 8 | T0ASTMAN | "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. |
7 | Debris | Slayer | 8 | Partarar | 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? |
8 | Exhibit | Oddball | 8 | The S0UL FLAME | Oddball 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. |
9 | Element | Strongholds | 8 | Spranklz | Very 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. |
10 | Ieros Kipeos | Strongholds | 8 | HeroicJkroy | Strongholds 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. |
11 | Prae Exilio | Strongholds | 8 | Zac Lee | Seemed 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. |
12 | Slushed | Strongholds | 8 | Debo37 | Different 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. |
13 | Excalibur | Slayer | 8 | T0ASTMAN | 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! |
14 | Debris | Strongholds | 8 | Partarar | 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. |
15 | Sandblast | Slayer | 8 | One Nut McGoo | Really 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. |