First Impressions: I like the rolling hills, but the enormous bowl surrounded by rock towers to shelter snipers is diabolical... and you can see nearly the entirety of the map from most sniping positions.
Crossing the vast open ground for any kind of push is just suicidal (an organised team using covering fire & similar techniques would probably do well enough).
The middle of the map is a huge kill box. There are no trenches or walls of any kind, so any little spot of shelter is both obvious and easily flanked, and a death trap once the snowball starts.
As a bonus, the variegated blacks, greys and purples can make some light mechs nearly invisible.
The consistency of slightly irregular shapes and colour is disorienting. The dark colour scheme is at first easy on my eyes, but again, trying to spot details in a sea of purple and black is really difficult. The same complaint stands for the other maps that are grey on grey on black.
The night sky and fireworks are nice, and especially nice to not have one team blinded by a sun.
It seems like the pattern of play (again, aside from organised teams) is much like other maps centered around a bowl - to sit in cover and wait for long range mechs to decide the game and once one side's long range is crippled, clean up.
You can't "just go around the side" because there's no cover, and it's low elevation compared to the edges and raised middle ground.
In all, it feels like the old Polar Lurmlands but surrounded by rings of sniping nests.
The ends with those fields of pillars and rising hills seem like an absolute meat grinder. If the map wasn't so expansive I could see losing teams retreating to them to try make a stand or turn the tables on an overconfident rush.
Walking around the map, it's just one naked bowl after the next. There's a nearly 700 meter stretch in the middle of the map from E5 through D4 that's just flat, open ground. The nearest cover from the middle of the map are a few little pillars 3-400 meters away.
I like that line of sight blockers are used (in the form of large trees), but they're placed in areas that are not particularly useful and they're 600-800 (ish) meters apart. There's no way to run from cover to cover or escape determined lrms.
edit: so, having played another couple of games I literally can't see most mechs that are more than a hundred or so meters away. Snipers getting behind the team and using trees to further obscure their positions means that you've now got invisible snipers with free reign on the backs of a team.
I'd love to know who tested this map and gave it a green light.
Edited by Kynesis, 22 March 2023 - 01:44 AM.