It’s like somebody has decided to dump a load of random assets and call it a map.
I appreciate it’s new, but its got no structre, no points of interest, it’s bland and has no logial direction.
Every map will feel like that at first. Now I’ve figured out how it plays both through matches, and walking around in custom games, I feel confident and strategic on the map. It’s also visually lovely with nice landmarks.
There’s very few reused assets on the map, outside the stuff on every map like coffee cups and litter. Some out of bounds elements are the same the other Japanese maps but that’s it.
Looks like a map generated by AI with tons of clichés weeb prompts.
The worst part is that it’s Escort / Hybrid.
I hope Neon Junction will get nuked / removed in the future. At least, I’ll be leaving it as much as possible.
In the patch notes, it was promised that we wouldn’t get the same map within 5 min or something and I landed on this map twice in a row (left the second time).
The patch notes said it’s significantly less likely to get a map you’ve played in the last 5 matches, not impossible. And, Neon Junction is likely going to be voted in more due to being new and the new tags/rewards.
If you leave a map the second time you can play it, you will never enjoy the map as you never learn it. This is the problem Aatlis and other OW2 maps have.
You guys got to play it? I played about 15 matches, never saw it come up once as a choice in map vote. I did get to play it once because random won. I didn’t get to really look around though because the match was a steamroll not in my favor.
Big disagree. I think it’s great. I spent like 30 minutes in a private match just flying around as Cat and looking at details. It plays well so far, too, but it’s clear that nobody really knows where to have fights yet.
Same! If you haven’t look up “Map Expansion tool” on Workshop.codes. It lets you get out of bounds to see some of the out of bounds stuff up and close, like the little temple up the stairs, and areas obviously not designed to be seen.
Not sold on the design yet. It feels very difficult to mount an effective defense on. It’s very easy for attackers to get behind you or access high ground you can’t easily access.
I quite like it. Maybe I would change the very last point a little, but overall it seems fun. I’m a really big fan of that hole right up at the ceiling enemy spawn side of the last corner the cart takes. That lets you poke at the enemy from what’s basically hidden rn.