Hey Crash, here's the feedback I meant to give after the last test we did Friday night (your pants are still at my house):
Overall, good spacing and direction. The flow seem obvious and the submarine was a good start to kick off the map.
The map felt too fast in some areas or there was too much space at times to occupy. Due to this it was hard for me to drill in and see a lot of the map dynamics, except at the end. I would recommend decreasing the Horizontal in area's by approx. 15% to 20% to fix this but, I would be smart about the 15%-20% that is slimmed. The correct answer in any map is to figure out the correct dynamics (ebb and flow) around the bottle necks. So I would recommend adding more structure to make it more "bottle -neck'ish" in areas, and/or reduce some routes to the above point. Also, some areas have over-complication, too many windy spirals, etc.
Below is the last area, which has problems as listed in the above points, wanted to drill in and give you a couple of tactical examples to help with improvement:
1)This area seemed to bottleneck, but in the wrong place. Here's my recommendation:
This is a good example of too much space, by shifting the platform and making where the platform was into a solid structure, it might fix this problem and add a potentially cool dynamic. you can also add an inlet somewhere to red advantage (pending testing) if needed for further push help.
2)For some reason the below area felt over complicated (to the above point, maybe too windy?). I think the
180 rule might apply here (despite the camera being attached to the player's head)
Hit me up if you have any questions, looking forward to the next test.