Overwatch Horizon Lunar Colony Map Rework - Fixing Problems with a New Design - YouTube . This YouTube video show a potential rework for the map Horizon lunar Colony. This is not my work and i don’t want any credit but i want to know how many people think this would be a good change and a rework like the one in the video would be fun to play.
I knew it lol
I knew it was him
And I’d be interested if the devs were up to rework horizon one last time
Moon base is fine … would love to see a 2nd moon map tho. Maybe a payload map with one segment in an outside area.
i dont think that would be good if it was low gravity cos it would be boring just flying in the air out of control for 10 seconds after a doomfist uppercuts you
You wouldn’t survive any boop or mid-air stun in low gravity, because the movement path is too restricted and predictable. You would be dead before you landed every time.
I agree with his reasoning about why the map feels bad. For the other assault maps, Hanamura, Anubis and Volskaya, their first points all have two reasonably protected side lanes with short distances from one safe spot to the next. Horizon doesn’t really have that. The closest thing you’ve got to this is either rushing the stairs, going outside (doomed), or going under the enemy into the room underneath the defender’s highground. All three of those are very easily punishable with little room for missteps.
Sometimes it makes for some interesting gameplay in coordinated environments but on ladder it plays out very sloppily. I like the other maps because when you commit to a side lane, you’re only exposing yourself for a small amount of time. On horizon, you’re out in the open for a very long time. To me it feels safer and more impactful to simply pick a ranged hero and wait for someone to break cover. It feels like Horizon was designed to be balanced around the longest of sightlines. So defenders were given an amazing perch with ample opportunities to punish anyone who walks in, but to balance this they’re given very little cover beyond their shields. I guess it’s just preference. I don’t know how you could quantify how much cover a map has from longer ranges.
To me point B feels like hanamura B, but without any of the downsides that hanamura attackers face. The highground is monsterous if you can take it, and if you don’t have someone who can deal a lot of ranged damage, it’s hard to retake it during a fight on point (as a defender). With hanamura as an example, taking the highground is much more of a struggle. You’ve effectively got to walk through two chokepoints (the outer door and the stairwell) and you’ve also got the risk of people shooting at you from the side as you move between them. With horizon, the chokepoint is… well, it feels equal for both teams. In fact I’d say it actually feels advantageous as the attacker on horizon to attack highground’s choke directly.
I think the obvious fix for point B is to add a bit more enclosure on way to the highground. For example, the platform that attackers usually rally on could have walls too high to jump over placed on its edges. This would sort of mimick the double-choke that hanamura has (though it would still be less forgiving). Another option is to rework the defender’s side of the choke to allow them to deny line of sight more. You can’t really get out of LOS of attackers without hugging the wall right next to the opening or dropping down entirely. It would feel a lot nicer if your tanks had somewhere they could stand to recover resources without completely forfeiting their position.