Hi Marcin!
Great work, mate. I like the new version. It's nice that you implemented the idea with the tunnel between the core buildings (although the teleport makes it a little redundant). I also like the fact that the buildings at the nodes 2 and 4 are open at the backside now (see the appended screenshot for node numbers). The nodes in there will be harder to defend, but it offers interesting possibilities for the attackers. The new rooms in the central hill with the nodes 6 and 7 in them are also nice. Good idea.
However, there are some things I noticed that should be considered to be improved in my opinion. I hope you take it as positive critic.
- It's nice to have the new nodes 8, 9, 10 and 11, but in the way they are currently linked, they are completely redundant. There's absolutely no tactical reason to get them, because they only link two nodes that are linked directly already. Here are two suggestions how to resolve this:
1. Create a connection between 8 and 9 as well as between 10 and 11. This way, if for example 2 and 5 are heavily guarded by the enemy, you could take 4, 11 and 10 to finally reach 3, which would be impossible otherwise.
2. Create connections between 8 and 11 as well as 9 and 10. This would add interesting alternate ways to attack.
- I don't know what the reason is, but I find it very annoying that you can get stuck with flying vehicles like the Rator or Cicada if you enter buildings with them and get close to a wall or other inside objects. Sometimes, for non-visible reasons, the vehicle just sticks somewhere, making it impossible to move anymore (just try to enter the core room with such a vehicle and you know what I mean). I experienced the same problem with a raptor in the new rooms near nodes 6 and 7. As I said, I'm no mapper and don't have a clue why this happens, but as a player, this is just bad. Maybe, one of our other competent mappers like Frank or Meledictum have an idea how to solve this problem.
- I was a little confused, when testing the map, that in one situation, node 1 was displayed as locked, but still could be activated and loaded. Any idea how this can be? (See the screenshot to see what I mean)
- Finally, just some small cosmetics: I saw you added a new little crescent-shaped wall at the backside edge of the core room at around half the height of the building. While flying around there before the match started, I noticed some ugly clipping errors which made it hard to understand the real shape of the wall. Just from the backside perspectice, it was displayed correctly. Maybe, this can be fixed as well?
As you can see, the latter two points aren't really important. Altogether I can say: great work, Marcin. It's nice that you keep improving this map.
Coco.