Hi there,
Just played this for the first time through a whole game with a full team on advanced.
http://steamcommunity.com/id/marshaln/screenshot/615023469842468173
Basically - good map! I like grapple heavies - and I saw how our scout got trapped by them once. There are a few things I noticed
1) The paths are either slightly left or right. The rooms don't seem to be used much at all either on the left or right. Is that by design? Right now they seem more like giant empty spaces that serve no purpose. Is there a way to make them more useful? Same for the bottom pit - is it mostly just cosmetic? I didn't see any bots go there.
2) Is there a way for non soldier/demo/engi to get up onto the containers/shed in the front area? Not that it's that useful
3) It was slightly on the easy side - I guess it's about the difficulty of a regular advanced mission, not quite mecha difficulty. I think the final boss can walk a little faster - if the team got to wave 6, at current walking speed it's going to be a bit too easy.
4) Wave 5 can use a few medics, I think, to spice things up. Otherwise it's just raw damage output and we never budged from the front area, whereas for wave 4 it was actually a bit harder. I think the issue really is the waves are probably about equal in difficulty, but with wave 5 you're working with an extra few hundred in credits. So adding a few uber medics would solve that problem - or maybe a few giant medics near the end.
5) How about a giant grapple heavy?
6) The spawn area is really big - is it necessary? Also, when we spawn, half the time we spawn facing the back (sea) which is really disorienting - it's like coming out of a tele facing the wrong way. Could you actually cut the spawn room size a bit so it's easier to navigate (and perhaps less confusing for newcomers)?
7) This is nitpicking - but there are a lot of fake doors on the map - gates that are closed, etc. It's actually possible to get lost on the map if you don't know where things are. I wonder if there's a way to streamline it a little.