Just finished PUGing 6 V. 6 on Reelfoot with the new mid point. I am thoroughly impressed and it is probably the second most solid custom map next to Freight. The gameplay is very fast and stable, yet some paths remained under utilized, and need some minor tweaks to make this a league worthy map.
Here was some feedback from players after the PUG:
- Change of direction out first forward spawn is disorienting.
- Pushing from second to first is disorienting.
- Too many directions to back cap from first point, to second.
- The fight surrounding middle point was just that, surrounding
; People felt that the battle should have been focused more on the point. This also applies to middle.
- A few too many camping spots for back cap possibilities throughout.
- Not enough ammo or health when pushing on first.
- The closer you get to first, the easier it is to defend because of the height advantages and such.
- First was a bit spammy and a race to first Uber.
- Snipers may be able to have a far reach on middle point.
- Second point is often a steamroll for attacking team and a spam fest. May be a result of being to close to first point.
- The Fastlane section of second point seemed to barely be used, and may have been a bit big. The stairless jump is very unique and in my opinion, great, however the advantage for the defending team is not worth the health negatives.
- Middle point's roof was also not utilized. Once on top, the opposing team could easily take on the Pocket and Medic, following with a quick capture.
- Difficult to spam accurately.
- Pipes under utilized.
My Suggestions (corresponding with the same number of that above)
1.1 Simply change the facing direction of first forward spawn.
2.1 ? Remove some busy props ?
3.1 Remove/alter the barely used far right narrow hallway.
4.1 In my opinion, I like the more tactical approach needed to capture middle point. However if you wish to put emphasis on the battle of the point like traditional middles you will need to shrink the entire middle point area. I think to open the usage of the pipes you can widen them a bit too. As for the first point, you may remove the balcony and edit around that.
5 1.Remove useless props, and tactically scatter them.
6.1 Add more ammo and health in ever so slightly out of reach areas, that put the team at risk if they abuse it.
8.1 Again, if you removed the balcony I believe the action would be more centered around the point. I like the raised point as well.
9.1 See the 8.1.
10.1 I personally don't find this to be too much of a problem, but if you wish for this map to be played in leagues where Snipers have much more fulfilled potential, you should obscure the view somehow, without changing the layout too much. I absolutely love the glass that allows you to safely see how the battle of middle is turning out as it lets the gameplay become more dynamic and flow easier. Thus, I suggest not removing or obscuring this.
11.1 ? Somehow move second point up farther, or expand out into middle, rather than stretching out wide, wasting a lot of space ?
12.1 See 11.1.
13.1 You have a few options with this; for one, you may lower the roof, and widen the pipes going across. Another possibility is to open up the hut upon the middle roof, to allow more spamming and make it a more desirable 'hot spot'. (I prefer the latter of the two options.)
14.1 ? Unknown; I am unsure of what Seagull meant by this.
15.1 See 13.1 about widening the pipes, and or editing the current clipping locations.
Anyways, don't take this as hate for your map, I love it. By far the most unique, league worthy (in the near future) 5 CP map I've played. Well done so far.