Geometry. I do get that it’s nice to see iron bars etc. on otherwise bare brick wall in order to make texture more appealable. What I do not get is why on Mother Gaia has this said iron bar, 10m up in the air where absolutely no mercenary can reach in order to “ninja in”, has to be made so grenades and other projectiles get stuck in it.
Same can be seen in clunkiness of calling Arty strike on Trainyard 1st and 2nd objective. Those rails are absolute bain in my very existence. Thankfully there are walls to call in the strike here and there… Ohwait, some walls suffer from the same inconsistency and clunkiness, like Execution map Dank Market for example, around the A site you can see those horizontal “grills” high on the wall. Needless to say projectiles can be stuck on those too.
Underground “curve” going from 1st objective to 2nd. Those pipes next to wall are most probably Vaseline’s eternal stash of heartbeat sensors, good bloody tough luck finding any from there. Since they can be sneaked underneath it, making the good counter of destroying them impossible.
Walljumping here and there. For example in Terminal 1st objective, after exiting luggage “tunnel” and attempting a jump on the small container box to the left. Dem damn wires above you must be made of lead since you will constantly bash your head on them denying the whole jump. (jump in example is possible from slightly different spot but the point stands)
I understand the visual effect of textures, somewhat rare are those who want full block-out state of any maps and I don’t think in the slightest we should go that direction. I think geometry should be polished out, made more consistent so stuff like rails in Trainyard are purely visual, but the collision of the ground is flat.