I didnāt get a ton of time to actually play on the map (huge thanks to whoever let me hop in and saved me ā youāre a real MVP), so I canāt go super in-depth on gameplay balance or flow. But from what I did experience, and from what Iāve heard from others, this map is genuinely excellent ā easily a 9/10 or even 10/10 in my book.
I actually laughed when I died to a mine while trying to save another Marine⦠who also died to the same mines⦠right outside of FOB and we permaād. We both laughed it off and felt it was funny. Stuff like that really sells the atmosphere. The lighting, ambient noises, and environmental hazards give it this gritty, oppressive feel thatās perfect. Itās unforgiving in a way that reminds me why I love the snow maps so much. (Bit of a tangent: I still think Ice is peak and shouldāve stayed, while Shivas and that other slop map feel kind of mid in comparison and shouldāve been done away with ā just my two, off-topic cents.)
The distant gunfire and explosions in the background are such a great touch. It also adds to the atmosphere and reminds me of this S.T.A.L.K.E.R. server I used to play on with the tone it went with. Iām absolutely here for it.
As for the chokepoints, Iām indifferent to them. Yeah, they slow things down and make progress harder, but they also lead to longer, more memorable fights or instant wipes from either getting pincered or flanked. Forces Marines to lean on CAS (if the chokepoint is above ground), or very risky plays/battles of attrition when underground, or attempting to do a pincer attack as your counter attack if the Xenos make a decent/good offensive push. Though Iām sure thereās plenty of different ways/strats that could be used in a variety of situations. It also makes Xenos have to coordinate with boilers and well-planned screeches to push through. It adds a tactical layer that I think both sides can appreciate.
Iāve also heard the survivor gameplay is more engaging than FORECON, though I canāt say that with certainty as I didnāt experience or witness it myself. However, I did see a ton of US Army soldiers in Alphaās spot, so Iām not sure what that exactly meant ā or if Alpha are deployed directly at round-start. Mightāve just been me overlooking something, and maybe they just had similar coloring. If that is the case, their color on the monitor should probably be tweaked to avoid confusion. Regardless, I think the survivor elements add more flavor to the round-start, at least from what Iāve heard.
Feedback from both Marines and Xenos has seemed overwhelmingly positive, and Iām definitely looking forward to reading more once I finish typing this wall of text.
All in all, this map gives me a lot of hope. It feels like it takes a bunch of elements the good maps got right and blends them into something new that feels unique ā from gameplay potential to RP opportunities and just raw vibe.
Honestly, Iād love to see this map swapped in for Shivas or Hybrisa, even temporarily. Even just having a round-start or late-join disclaimer telling players that itās a WIP/Beta and linking this thread could go a long way toward collecting more feedback. I know the usual answer is āwhen you code it,ā but hey ā just throwing the idea out there.
P.S. I do think the chokepoints may need some reworking if this map ends up being used for HvH events. Hard chokes can become an extreme headache in HvH even more so than in HvX. Also, I personally disagree with the current LZ criticism. One of the things Ice did really well was having large, open areas that encouraged Command to collaborate closely with Intel and Requisitions to build a proper FOB ā which was often prone to hive piles, backliner probe attacks, or their general attempts to exhaust Marine resources or just out of spite. From intel being processed for req budget boosts, to Req needing to be more conservative with their spending, that kind of interconnectedness added depth and I think this map could absolutely lean into that more.