(First point)
This plays well and uniquely and is overall the strongest point in the map. There are some issues:
- Air support is not useful enough overall. This is true throughout Underground, and especially on point 1, leading to an unfortunately strong Aura station position in the corner behind the medbay. That spot is hard to attack from every angle, because the medbay offers no good angles on it.
Opening up the ‘windows’ so air support is more consistent and especially so it can hit that corner would be good. In general, the windows are pretty anti-intuitive anyway and I don’t think they add anything very valuable, so it might be worth looking at just making the ceiling blown open.
- If Defenders can hold the elevator high ground the game becomes really stompy. And it is pretty easy to do especially with the help of an ammo station block. One way to make this hold a little harder might be to reduce the AoE of the elevator sound, so that a defender at the ammo station overlook can’t reliably cover the elevator exit at the same time. Or maybe just open up the elevator a little bit so attackers coming out of it aren’t as vulnerable.
(Second ‘point’)
The hall run offers a nice contrast to the rest of the map, but it’s over too quickly and also unclear in how it works. Usually, defenders only hold it for a couple spawn waves (outside of really 1 sided stomps). It would be better if the attacker spawn advance was less aggressive.
But probably it should be redesigned so that the ‘advance’ trigger is clear. One issue with making this phase more important, which it should be, is that it would probably lead to frustration if it was challenging while the advance mechanic was still unclear.
(Third point)
Air support is very weak here, especially on defense, but that might be ok if airsupport was more useful on the rest of the map.
The big issue is that too much of the last point is decided by the generator. While the generator is down, it is very hard for attackers to progress because the right flank through the gas tunnel is weak. If you advance out of the tunnel you have no room to retreat and very little cover. So both left routes are overall better for attackers and the gas generator isn’t very important.
Once the generator is up defenders are funneled really hard through the leftside door. The central walkway to the site is obviously a death trap against a setup enemy team. So the strategy is pretty 1 dimensional: push left hard to set up generator, and then camp on the left side.
So one fix that comes to mind would be to change the unblockable defender spawn to the ‘right’ side (gas tunnel), so that you really need both generators established in order to set up the full lockdown. So if you have the main generator up but not the gas tunnel gen, the enemies can get to the ‘right’ side of the site somewhat safely, but if you have both then attackers holding gas tunnel balcony can punish. Also, I might consider changing the gas gen exit area so that attackers coming out of tunnel have a bit more room to maneuver.
Also, the generator room is just too good. Whoever is holding it has a huge advantage because the window is narrow enough to make explosive counterplay difficult while preventing gun kills from being finished. Bigger windows would help balance out the map.