AS fun as this mode is, the map is waaaaay too small, not in width but in height, i think it’d be cool if the buildings had more floors, more walls to jump off of, etc and places to free run in, because right now, this map is fun but at the same time feels a bit dull
[COMPLETE] PROTOTYPE SHOWCASE: CANAL EXECUTION
Some feedback on Canal:
- I enjoyed this map, and I like the direction of these newer maps (Overground/Canal/Dome).
- The smaller map size suits this game mode.
- As others have mentioned, there are a couple dead ends that I’d like to see opened up.
- It does feel a bit claustrophobic at times.
- Generally, I’d like to see more avenues for attacking.
I’ve taken a few screenshots and marked them with suggestions on how to remove dead ends, make it feel less claustrophobic, and more interesting in general:
Fixing dead ends and claustrophobia
Dead end staircase could have the doorway opened up to go to the other side:
Dead end room near A side that could be opened up by opening the doorway to the other side:
Dead end room near B side that could be opened up by adding a doorway into the stairwell:
Opening up these windows would make this room feel less claustrophobic and make it a more strategic point to hold, while also making it slightly more exposed/vulernable:
Making the map a little more interesting
Opening up this side courtyard near the attackers spawn on A side might be interesting:
Adding another level to this staircase to give an extra vantage point through these windows:
Lastly, I think it could be interesting to have a (repairable) ramp for attackers to get up on this barricade, and possibly into the building next to it:
Thanks for all this feedback guys! @“Sagan on Roids” nice photos as well.
@“Sagan on Roids” A lot of what you suggest might or will open the map up to more spam. I find the spam almost perfect because of the angle I can NOT throw nades. The walls and windows that are NOT open make the spam less. I like the map the way it is. Maybe add a very more vertical paths but the angles are perfect. No bushes or gates either is nice!
@“Sagan on Roids” I really like the idea of the ramp at the baricade would love to see this in game!
@“Sagan on Roids” Some interesting idea’s! I have contemplated some of these myself but after further thought, I don’t think some of these suggestions would be so effective. You need to remember, Canal is in its blockout stages (un-textured) so the area’s you say are claustrophobic will be less so once lighting comes into play etc. Opening the shop windows for instance would drastically expose the defensive team; in one of the most important buildings they need to hold I might add.
A lot of theses changes would affect the overall symmetry of the map, which is something I personally think Canal does quite well! I like the idea of the build-able ramp however it is too close to the attackers spawn and out of sight of the defenders meaning the main rooftop vantage point for the defensive team would become incredibly vulnerable, allowing the attacking team to push for the B bomb site too quickly. It’s an interesting theory for sure! I just don’t think it would work competitively as B site would be favored consistently.
You can find my personal feedback in video form here! (copy + paste the link below into your browser)
LINK:
I’d love for the community to get involved and share their ideas, so let me know your thoughts
i want this mode like right now after playing it the other 2 modes just arnt any fun plz hurry and add it