Excellent job. I am genuinely enjoying the new maps. Thank you to everyone who volunteered their time to work hard on this refresh (especially the forgers and play-testers). The 20 to 30 people I regularly frequent the BTB playlist with, for the most part, also appreciate and enjoy the refresh!
As for constructive feedback:
-A little overpowered. Consider changing this to a sword/regular/temple Wraith.
-Seems like one team has a shorter run to this vehicle. Consider changing the placement so it is closer to both teams.
-Love the fact it covers half the arm site, limiting the amount of fire on the bomb carrier while arming. Not sure if this was the forgers' intention when they included the shield function, but it is incredibly intuitive. Kudos.
-Spawn locations/influencers need to be addressed on this map. It has the potential of a stronger slaying team spawn trapping a weaker team.
-Love the multiple ways to engage enemies on the bridge (from bottom or below).
-This is a nice free-flowing map when you have two equally skilled teams.
-Very warthog friendly.
-Unless I am missing something, the sentinel beam, camo, and splinter grenades (?) are the only anti-vehicle weapons/items on this map. Please consider adding one plasma pistol in a neutral location.
-Teams are given the same amount of vehicles, but camo is clearly closer to one team's initial spawn. Camo will take out the enemy team's tank and then it's an easy win. Camo should be in a neutral location.
-Consider taking them out of assault game types. An emerging strategy for teams is driving the bomb into the arm site with a warthog, tossing the bomb underneath the warthog, and while the bomb is automatically arming, throwing splinter grenades on the enemy team trying to move the warthog.
Again, thank you to the forgers, playtesters, and everyone else who worked hard on this refresh project. May good luck and fortune bless your lives with the strength of a thousand suns.
l 800 LAWYER UP