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This map is really well balanced, it's always fun to run to last and fight red while your teammates run to A to cap since no ones there.
It's a bit of a maze at first but once i got the hang of it i noticed just how detailed and well constructed it was.
when it comes to A, B, and C, the map is absolutely filled to the brim with color-coded arrows telling you exactly which point every hallway leads to, but for the last point, there just isn't anything? it just expects you to already know the layout and how to get there. i don't think it'd hurt at all, for example, for the wall right outside red's first spawn to have a second white arrow for main pointing the other direction https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3296770835 , or for the arrows behind you leading to B to also have something like a little steel-style "+ MAIN" under them.
(1/2)
speaking of arrows, i feel like the ones on the walls might not be instantly readable as arrows to players who haven't seen them before, compared to the ones on maps like steel or sulfur, especially the arrows like in the screenshot that have most of the triangle covered up by the stripe. it just looks like accenting for the "sector _" label. could probably use a different design to make them look more obviously arrowlike.
But as I said, a few issues are being fixed when it comes to limiting Reds ability once Blu caps points.
This is just my opinion, but after playing the map these last few days that seems to be the general consensus with chat members and how most of the matches i experience go.
There are also currently a few issues being fixed that should also happen with subsequent points captured.
the complicated map layout seems fine once you get over the learning curve, that's just how these types of maps are, but the getting-harder-to-cap thing feels like a major sticking point to me. it's like an anti-steel - you can either have the whole blu team rush last immediately, which is just sitting there easily reachable in the middle of the room, or you can capture the other points first, and be rewarded with... the point being moved all the way to the top of the room, right by red's spawn, where the only ground paths to reach it are a few obscure little alleyways from C that often have you walking right past red's spawn door? why would you ever cap the other points first?
They greatly help in visibility in this straight-forward map that isn't confusing at all.
Maybe the worst of the update. Garbage.