Wheyloffle

Scarcely Lethal Noob
Mapper
+1

I really love the aesthetic of the map and think the dual map styles would really make for a fun and interesting map that I'd really like to see added to the map pool. There are various things I'd change about the maps though:

Map "A" (the big open one that you start the game in)---
It feels like it favors very free roaming classes (like snipers, trollgiers, flare-jump pyros, scouts) but lacks in a lot of elements that could give them more power (like medium/full health kits for pyros and trollgiers and high perch points for snipers). While running around in my own server, it felt like the match itself would be a very quick bloodbath against a decent hale. To give the red team more to work around, I'd do...

-More medium/full health packs (probably in the corners of the map to give players more incentive to go to the full lengths of the map)
-A handful of isolated rooms (for engineers and heavies - they are no match on this map. I'd put in 3 at most)
-High up perch points/more height variation in general (the map is generally super flat, and you could make alcoves high up in the pillars to give snipers and maybe also engineers places to dick around with)
-Make the water clearer (the health packs under the point are nearly invisible unless you're close, and level 1 sentries just barely stick out of the water and are mostly only visible from high up)
-Add a massive wall cutting the sightline from hale's spawn to red spawn in half (this will allow both teams to scurry off to their preferred positions out of sight and cut the map up to make it not one big room)

My suggestions illustrated

PSDF3AO



Map "B" (hallways, hallways, hallways. The second one)---
This one feels more like a 2towers_spirals in the way that the ceiling is low and it's a series of rooms that would really favor engineers and heavies. You did good with the health on this one, but still...

-More ammo would be needed to really support the classes this style of mapping supports (occasional bundles of 2 or 4 small ammo packs should totes do the trick)
-More ROOMS. More more more (if this map doesn't support free roaming classes, you've got to give less mobile ones more pockets to set up camp in -- this feels like it would be another bloodbath as it is)
-The hallways feel empty (but be careful not to overcrowd them; I just think maybe a crate or some pillars could help spice up the action).

My suggestions illustrated

BQE7v3N



With these changes, Map A could potentially be like another urban_works or military_area, and B could be like the popular 2towers_spirals. Hope this helps! :sunglasses:
 

Wheyloffle

Scarcely Lethal Noob
Mapper
Played this map in a full server. Here's my takeaway:


+++It's actually pretty balanced. Half the time hales win, half the time the team wins for both buildings. Although, because of some of the close-quarters areas, hales get knocked around like pinballs.

---The second building (the more tunnel-esque, low ceiling one) is fairly less popular than the first building (the wide open one). I think this is because it's way more compact and doesn't provide a lot of headroom nor actual places to hang out in without being spotted since the sightlines are so intense. I suggest raising the ceiling, opening things up a bit (specifically near the point), and, again, adding some more open rooms.

---Hales actually slow down considerably for a moment when they step foot into the water (in either building). This can make it really unfun to play near the water when it's your turn as hale. Sometimes there's even a bug where the hale stays slowed down even outside the water (idk why this is, but maybe it's because they set foot in the water so much?). You may have to remove the water, lower it considerably, or otherwise change it so hales don't have to spend so much time in it.

+++Demomen (w/ shield + eyelander) easily dominate in both buildings and can upwards to 6-9k damage fairly easily. You may even see as many as 8 or more players as demo. Perhaps you could add slight ramps every here and there for trimping.

---Engineers get slaughtered in the first building. I suggest you do add a few rooms or special areas for them to base up in and stand a chance with.

---Sniper is almost completely nonviable for either building. I suggest you let them stand on the pillars in the first building, and open up the second building a bit.

---There's still not a whole lot of incentive for players to go to the far edges of the first building's interior. It's a lot of empty space, and is usually only populated because hales get thrown around and sometimes wind up there.