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  1. #1

    Map Testing List

    The following maps have been found by the Field Marshals to be at an acceptable competitive standard. They are approved for further map testing to determine their validity as warmap options for Res2.

    4v4 (8 Players)


    6v6 (12 Players)


    8v8 (16 Players)


    The full map album can be found here.
    Last edited by Legendary Nova; 07-16-2016 at 08:52 AM.

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  2. #2
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    Re: Map Testing List

    Some other possibilities for consideration:

    4v4
    Cauldron
    Seclusion
    Sentinel
    Brutalist
    Priestess

    6v6
    Reliquary

    8v8
    Artifact
    Mirage
    Thrombus
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  3. #3
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    Re: Map Testing List

    I read the document Nova posted in the Forge Department channel on Discord (link) and then went through all of the maps currently listed on the warmap.

    I focused on looking at structural issues. Things like spawning and objectives I didn't look at in detail, but would be reviewed later when adjustments are made to the maps.

    Some criticisms:


    Dojang (4v4 Sym)
    --Beautiful map, but sometimes disorienting.
    --Too many power weapons? (Rockets, Sniper, Shotgun, HCE Magnum, Overshield)

    Seclusion (4v4 Asym)
    --Looks good, I just spotted a few minor tweaks that need to be made.

    Evac (4v4 Sym)
    --Why was this listed as 4v4? With the segmentation here, especially if more cover and line-of-sight blockers are added for bottom mid, this should be a 6v6.
    --Vertical movement options throughout the entire map need serious work.

    Tranquility (4v4 Sym)
    --Not sure how well it'd play, but it looks extremely open with very long lines of sight.
    --Sound effects on the map are obnoxious.
    --If we close down some of the sightlines, map may become large enough for 6v6.

    White Cell (4v4 Sym)
    --Looks good. Nothing jumped out as needing adjustment.

    Cauldron (4v4 Sym)
    --Needs something else besides just Rockets/OS.

    Excalibur (4v4 Sym)
    --Mancannons seem pointless and detracting.
    --There are spawn points in the sky...?
    --Movement options to get to top mid are lacking.


    Aqueduct (6v6 Sym)
    --Not so sure I like this map much. It's just a few hallways and good aesthetics, but the map flow seems like it'd be awkward at best. The map is extremely segmented with limited lines of sight and very poor inter-connectivity between areas.

    Priestess (6v6 Sym)
    --Looks good. Nothing jumped out as needing adjustment.

    Omicron (6v6 Sym)
    --There are a few hiding spots outside the map.
    --Needs something else besides just Rockets/Sniper/Sword.
    --Hard to tell which side is red/blue.


    Unearthed (8v8 Sym)
    --Top mid provides way too much control.
    --Would suggest reducing to 6v6 and making top mid inaccessible.

    Installation 05 (8v8 Sym)
    --Does not look large enough to be an 8v8 map, should seriously consider changing to 6v6...
    --Only has neutral power weapons without any on the sides, makes it difficult to break setups.

    Exile (8v8 Asym)
    --Honestly this seems like it'd play even worse than the original in H4. Top mid is even more cramped, sightlines are more exposed, and overall the map just seems like a messy remake that didn't take into account H5's sandbox changes.
    --IMO we should consider replacing this sooner rather than later.

    Estuary (8v8 Sym)
    --There are a lot of tiny nooks and crannies, such as the Camo spawns.
    --Not a fan of beam rifles on this map, seems too easy to sit back and snipe.

    Cold Blooded (8v8 Sym)
    --The enlarged bases and the water cave seems fantastic, but the rest of the map is quite lacking.
    --Retains nearly every major issue that previous incarnations of Blood Gulch have shared and does nothing to address them.
    --If the map gets cut in half so it's the bases, the water cave, and a redone middle it'd be an amazing 6v6 map, but atm it doesn't seem that good of an 8v8 one.

    Mirage (8v8 Sym)
    --Looks good. Nothing jumped out as needing adjustment.

    Tempest Station (8v8 Sym)
    --Rocket area needs other access methods.
    --Upper side areas (Carbine One/Two) should be lowered, they have too much cover and clear sightlines.
    --A few spots have very sparse cover and need adjustment.

    Troubled Water (8v8 Sym)
    --Like I said during map selection, this map seems like it'd play like shit in a competitive environment... Spawn trapping all day.
    --Regardless of the blatant problem of the giant hill, the rest of the map is extremely open and exposed, further detracting from it...
    --Seriously, looking at this map makes it seem like it'll be even worse than the original Paradiso!



    EDIT: In summary, I disapprove of the following maps.
    --Evac: Whole map design is just mediocre. Much easier to fix than the others below, though.
    --Aqueduct: Way too segmented, but isn't horrendous.
    --Exile: Was bad in H4, and I think it'll be even worse in H5.
    --Cold Blooded: Map does nothing to address issues that have been inherent with this map design...
    --Troubled Water: Was bad in Reach, and this remake makes the issues even worse.

    EDIT 2: Conclusions to be made from the above:
    • Most maps on the warmap seem fine, mostly only requiring a handful of adjustments to fine-tune them.
    • Some maps should have the size changed:
      • Evac should become a 6v6 after receiving a major redesign of portions of the map.
      • Tranquility should become a 6v6 after closing off some of the sightlines and renovating the spawning areas.
      • Unearthed should become a 6v6 after making top mid inaccessible.
      • Installation 05 should become a 6v6, but needs no major changes.
    • Some maps should be under serious consideration for replacing them:
      • Exile (was bad in H4, will be bad in H5)
      • Troubled Water (was bad in Reach, will be bad in H5)
      • Evac, Aqueduct, and Cold Blooded are mediocre, but don't need to be urgently replaced.

    Last edited by Mythonian; 07-19-2016 at 01:46 PM.
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  4. #4
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    Re: Map Testing List

    Thanks Myth
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