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!
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