Just wondering. I think the map’s fine for the most part but I’ve already started to hate the end of the map personally. That last turn is a tough nut to crack. Really seems to heavily favors the defenders. And I kind of don’t look forward to it coming up every time I’m on attack, feels like I’m marching up to a pillbox. I guess I hate it a lot more when I’m on attack than defense, lol. That hill’s interesting though. My team got owned repeatedly by a soldier boosted by a mercy up there one game, but I don’t hate it, it gives the map a unique characteristic, encourages some different strategies. It’s got the feeling of a chokepoint while remaining wide open. I have good and bad opinions on the map personally. Wondering what your thoughts are if you’ve spent any time on it in the beta.
I don’t think I’ve played it enough to make a final decision on whether or not I like it. Though I can say I have enjoyed virtually every game I’ve played on it so far, which is weird because theoretically I feel like it should be a terrible map. Long sightlines, the map is very wide and it has probably the most extreme high ground in the entire game… Sounds like a recipe for disaster.
Very pretty, but my least favourite of the new maps to actually play. It feels like a lot of areas are lacking in cover, particularly for a 5v5 map with long sightlines.
I love it. One of my favorite escort maps.
The map itself is fine, however I see a lot of attackers & defenders who not using the alternate paths the map brings. Many players just try to attack / defend the one chocke path and wondering why they fail. In general I still see a lot of Teams who play OW2 like OW1.
People have always taken the shortest path to the action. A ton of maps have always had a bunch of alternate routes, but people can’t be arsed to wait a bit to use them.
I use them because nobody expects you to use them.
The last point is usually problematic to all the maps.
I personally don’t like uphill battle part of the map
In general I think they should integrate the “competitive rule set” in unranked modes, so it will be less frustrating for a team to loose, cause there is still the opportunity to attack / defend.
It feels super short, though in reality it’s probably about the same as the others.
For now, most people seem to play it straight and go right up the road, OW1 style. When people start to figure out the strength of all the flank options, I think it’ll become a bit of a mess to play on for a while. Real TDM stuff.
Also, the intro sounds like “suckit royale”, so that always makes me giggle.
I’m probably just unlucky but it feels painfully rare to get, I think I’ve gotten it less than 10 times in this entire beta.
It’s weird feeling but I’m inclined to think I really like it. All the new maps actually, they’re so…layered? For all the long sight-lines and choke-points, it also feels like there’s ample alt routes and practical cover. Also, like all the space actually gets used and fights happen everywhere.
What worries me is the old maps, I finding my enjoyment of maps I normally adore noticeably lowered and I don’t think it’s just the downgraded lightning or staleness. They don’t play nearly as well with 5v5 as the new maps and I fear their attempts to add cover aren’t going to be enough.
It’s slowly starting to play better as players learn where to go and use the high ground and flanking paths.
My main complaint is the first corner feels totally pointless. It’s wide open as you come out of spawn but none of the paths mater. Stairs to the right lead no where. High ground path left dumps you on a balcony with no cover.
defense can’t hold the first corner being the fall back to the next corner/cover feels like it’s 4 miles away. So you sort of soft hold the high ground on the over pass.
It’s like the map designers had fresh new design ideas for stage 2 and 3. Then just sort of tacked on stage 1.
Map is much better compared to Athena’s pronunciation of “Circuit” word.
Best map. The end.
Best looking, TONS of routes to take, spawn room piano, high ground, shortcuts and flanks everywhere etc
Agreed - I think it’s a cool map overall but that last push… way too tight. I think the main issue though is people don’t use the alternate routes yet.
I like the map, and I feel like the last turn is similar to the last turn on Eichenwalde/Dorado, just a little worse because it’s a longer stretch. Tough to push through as the attackers, but usually if you pick up enough momentum you should break through the defense, but like I said the longer stretch makes it easier for them to recontest and push you out.
I will say though, it’s far from the worst new map. I cannot for the life of me stand Colosseo. I hate it so much.
Toronto is just way bigger than it needs to be IMNSHO. OTOH, Colosseo just feels chaotic.
Not great and just another sniper map. It only looks good because the other new maps are somehow far worse but in high ranks it will end up just like Havana - Laughably imbalanced with must pick dps heroes.
itll replace rialto for those chill lobbies that are so popular
Widow’s everywhere in low rank QP, too, if it makes you feel any better.