Suggestion from 7cen#7777 (819007039849627658)
If the whole eval thing persists into later rundowns, I'd like to suggest a couple of things that could potentially improve the experience for new players in my opinion. I think the eval level idea is a great addition to the game, however I don't think it covers all of the bases from LFG perspective. While I am super against it being handhold-y and just telling you everything without letting you experience things yourself, I do have a few ideas:
More stealthed enemies, at a greater distance, but in the same room
Stealthing is an absolute necessity to learn how to play this game. No team is gonna be happy if one of the players doesn't know the absolute basics of stealth, so for this I recommend adding a few extra sleepers in the same room, but at a greater distance than the current eval level. Again, it should not handhold them, but the option to learn enemy mechanics should be there.
Show what boosters are
Pretty self explanatory, I've encountered some people in LFG who have never seen a booster before and think it will start an alarm :') doesn't need a crazy in-depth description or anything, just picking some up throughout the level to show that they are not a threat could be cool.
If you're going to force a loadout switch for eval, switch it back afterwards
Save our previous loadout before going in. Not necessary, but a QOL change. I've dropped with sooo many players who didn't realize that your loadout stays the same after playing eval. Also new players who skipped it but went back to try it, and forgot what weapons they liked before.
Nothing major, just some things that I feel would live best in eval, while still leaving some sense of mystery to the rest of the game 