Fusion
Category
|
Score/7
Gameplay|7
Class Involvement|6
Average
|6.5
Havin a hard time scoring this map because I think it plays about as good as deliverance but the gameplay styles are so dramatically different that its almost weird to even compare the two. The map plays well, after a million attempts at a good mid, Ravidge finally nailed it. There are a few crazy long sightlines but what else do you expect from mr. community sniper rifle. Pugged it today and everything flowed really well. The flanks are watchable, the intel is grabbable, sentries fail, medics have a lot of room to fall back to, and scouts and soldiers have a lot of room to jump. I think this map plays the most like a 5cp of all the maps in the contest due to the scaling, the intensity of the initial mid fight, and the ability to make pushes and hold with uber. Despite the fact it seems relatively flat, the rocks and ledges at mid provide good fighting geometry and cover for classes that need to fall back.
This map makes ubers a necessity. There is really no way to ninja-grab the intelligence effectively since its located so close to the spawn and the reset time on the intel is relatively short. There are a few unused paths but like whatever, the map plays well. If this map doesn't place in the top 3 I will be shocked. I don't know what else there is to say, I have nothing to complain about, and the map just overall plays fast and exciting.
Class involvement is fine. Every other class has its niche in this map and the medics have an easy time finding cover and health to keep themselves a live. The only problem is that there are some kind of annoying sightlines to deal with since the middle is so open which might be a gameplay problem, but the mixture of long sightlines and much needed ammo packs is the only reason I can't give this map a perfect score. Class involvements about a 6.