Flow on this for a first-timer is absolutely terrible. It's massive and wide open, and yet somehow quite labyrinthine. I always ended up leaving my my base one way and approaching the enemie's base a completely different way, so the normal technique of "retracing your steps in the enemy base" didn't work at all. Your directional signposting is pretty bad too. I only remember seeing one, and it was in a place where it was pointing the only direction I could possibly go, so it was totally redundant.
There's a spawn that exits you into this. I haven't turned a degree since leaving the spawn and this is what I see:
So I leave and assume the spawn pointed me in the right direction, and I ran right under the point:
I didn't even see that teensy itty bitty arrow for ants until the next time I spawned and was actively looking for the right-way since the flow-way was wrong.
Point your spawns in the right direction!! Initial impressions suggested this one is 90 degrees from the right direction, but the spawn entities themselves are actualyl 180 flipped from the right direction, aren't they?
Coloured lights like this are holy-shitballs levels of ugly. Tone that shit down. (also it's casting light on the wall, behind it, which the light wouldn't reach, so make it a spot facing away from the sign)
This is your first impression play area, It's what players see first and it's what will set them up for the rest of the match. Hooo boy it gives a bad first impression. I know exactly what kind of fight I'm going to have in here: a snorefest. This is literally just a room with a cp in it. at something,
anything to make it look like an interesting play space and not boredom city.
I always thought this wood texture looked gross. I could never decide if it looked more like vomit or diarrhea. Regardless of what I think of the vomit-texture, these beams are reeaaaallly ugly. They're super thick and the thinner ones seem placed with zero logic. I know beams in such structures can be a bit slap-dash, but they're at least placed with a little structural sensibility. The thickness of the main beams (what is that, 24 units?) makes it look like you're contracting the playable space in these corridors massively and make them feel very narrow, they'd do a lot better with thinner beams.
*cough cough*
This picture also showcases the only sign I found without actively looking for one. And it points the only direction I can go.
Sprinkle the map with
big arrows nice and liberally:
These are my first impressions.