I'm afraid they'll be a bit *too* flat and open. I like that there are hills for hill-humpers and vertical walls for side-peekers, but I feel like the gameplay will be rather stale and Press-W-to-win. Will be interesting once they're in the game so we can actually try them and see how they pan out.
I also decided to recreate one of them in CrySDK to play around with it. Who knows, might be able to mock up some feedback for PGI. This is the first time the community will really get to have a hand in map development, so I'm excited for the possibilities.
Anybody have ideas on what sort of aesthetics should be applied to a map like this?
Edited by Tarogato, 15 February 2016 - 07:24 PM.