this map definitely left a bad first impression here and could use a level design polish pass.
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there’s not enough verticality compared to the other incursion map. too many flat areas. not enough cover in the open areas. just drop a couple crates in those wide open areas people can hide behind.
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the verticality that the level does have (in the form of big staircases), renders a lot of ground targeted skill useless during uphill battles. i think this just forces a lot of action to consolidate to a couple chokepoints.
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lots of pockets/deadends you find yourself in if you’re backpedaling. as one example, when you go up the area where those two sets of stairs are side by side, and go left at the top of the stairs, there’s this dead-end that’s really easy to get trapped in when you’re trying to backpedal down the stairs. not fun.
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a lot of this level, where the wall meets the floor, there’s a 45-degree-angled moulding piece that causes collision with players. intolerable, and it’s really easy to miss this unless you’re staring at your feet. in general, this game should be a lot more forgiving about terrain that sticks up 8 inches from the ground. playing a superhero who can’t step over a shin-high obstacle doesn’t make any sense.
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there’s at least one accelerator/turret (i forget which) that is adjacent to a geometry corner, i think near one of the bridges. just another poorly placed obstacle you’ll get stuck on when backpedaling.
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on at least one of the ledges with a guard rail, oscar mike cannnot easily shoot his grenade launcher over the guard rail without stepping back 6 feet, making visibility very poor. i guess i could see where this is supposed to be intentional, but it doesn’t feel very fun. i’d just get rid of the guard rail. it makes it too easy for snipers to barely stick their neck out.
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