My Team trained a lot on this map and participated in the Dudes 4v4 Tournament.
I contrast to Map A we really disliked this one. Rushin already made good points in general.
I like to add, that a range advantage on this map is crucial. Nearly all matches where decided just by killing the enemy team with better range.
It's extremly hard to close in without getting torn apart. Especially since the top area has no cover at all. For some reason those big walls have only the big gap behind them, rendering the only object apart from the big block on top of the stairs as useless against fire from other parts of the platform.
Combined with the spawns across the map (which already sets the team with better range in an advantage because they can simply stay where they are and start firing after 10secs into the match while the other team needs to group up first which is a lot of free damage taken) and the extremy long way to get from the lower area to the top (the stairway is so long that when you finally closed to a sniper he can simply move away because the path for the ascending team is so long) their is no way to win against an equally strong oponent with better range.
On a plus side, this map feels actually awesome if nobody picks ERLL or equivalent long range weaponry.
You can play around a lot with positioning and getting an other angle on the enemy team, using the ridge to the center of the map and the small hills. Jumpjets are fun too, to shift the dynamic of the battle within seconds. All in all it really rewards the team with better coordination. But then again: There's no chance against ERLL Gameplay.
Some small ideas:
1. Make the big blocks inaccessible with jumpjets or lower them alot - the situation gets even worse if their are ERLL snipers on the blocks. On Map A that's fine because the blocks are low enough that you can apply pressure once you reached the team. On Map B you can't get shots on the sniper on the block because it's to high - and you get shot from the other side.
2. Shorten the stairs
3. These "inner balconys" should be removed. They make free shots way to easy because you can shoot at every possible angle the enemy is using to reach you. Their are already big gaps at the top which allow shooting from afar. At least their would be some risk involved in using these and you need to reposition if the enemy is on the move.
4. Maybe combine the center hills to a single object and increase their height a bit. This would allow quick maneuvers to the top with jumpjets without beeing a free pick from the opposite sides and would alow crossing the map alot easier which would lead to more dynamic and interesting games.
5. Add a small walkable area behind the big walls. Would be nice to have some cover on top. That would be even nice for sniper gameplay because at the moment you want to hillhump in 90% of the cases (Blackjack, Stalker etc.) and would other chassis allow to work well in that role too.
Looking forward to these changes. The basic idea of the map is cool, just needs some tuning.
Edited by Hadrogh, 08 March 2016 - 05:07 AM.