#Mill Map Feedback
48 messages · Page 1 of 1 (latest)
some boxes that feel like intuitively they should be pretty solid for blocking bullets are infact paper thin 😄
I liked this map a lot, it has some interesting characteristics, like the box attacking A where you can throw a puck and then jump to ducts. The central section allows for a ton of strategies and makes a shuffle from attacking A to going B quite fast even if not especially easy. Some nice long spaces to snipe on, too.
B site seems well fleshed out and allows for a ton of cheeky plays.
👇 January Feedback 👇
I spawned inside the barrier once I believe it was the one on attack where your up top near A
+1, in Valorant the testures on boxes all reflect that they are penetrable, I think that should carry over to Spectre.
Mill was probably the most enjoyable map I've played on Specter, but I noticed an issue with A side.
When attacking through A-Main, there wasn't enough cover. I understand the game includes utilities, but perhaps adding a destructible door or even just one crate could enhance the gameplay on that side.
(Perhaps where my blue arrow is?)
bumping
mentioned this a while back, still feels true, hard cover should really look like hard cover and soft cover should REALLY look like soft cover. i will learn over time but its nicer i feel and more welcoming to newer players when its super intuitive
Maybe a background on the map asset something light blue maybe just something not so flat. It looks very thrown together. Maybe really lean into the blueprint look you're doing with the labels and map objects. Everything is clear to see yes but it could do with more flash, especially with a theme that's attempting to look like a comic or anime design
^more general for the map blueprint design itself not the map layout didn't fully read where I was putting this
the door over on B side, to hall.
i opened it one round, and then the next round the door looked like it was open, but it was actually closed.
B felt “empty”, could really find good spots to hold. A site obviously has taken inspiration from Cache in cs:go and it’s good.
IMO the distance from A main on mill to the actual site is obsurd. I rarely had even planted the Zeus on A site.
I felt like 99% of the time I would try get a shot as they pushed, then fall back and play retake, never really held site.
I think mill was really fun at its peak but can be really crappy sometimes. mostly, mid sucks. It doesn't feel fun or valuable to attack as an attacker. And you need to watch it for lurks as a defender, which either means you are the short stick teammate who has to play mid for the random 1 in 20 round someone tries to lurk mid, or you have to put your specter there and you no longer get to really use the fun part of the game.
For example: you lurk up banana on attack, you get into exhaust and start fighting the quad player as your team explodes out B main, then you just get shot in the back by the crossing player. lurk up intake on attack? literally the same thing, you fight someone on site and you get shot in the back from one of the 2 lanes that are currently behind you. alright well good to know, walking up and trying to fight site from mid is a bad idea, the other options are:
- sit in mid and watch for rotating players and kill them to stop a rotate
- walk up admin on the lurk of the century and kill all the site players
Both of these are obviously super powerful options, but are SO annoying for defenders. You can counter this by playing in mid, or having a specter there. but its really boring. Like if both teams are playing well there just has to be one player who has the most boring job of all time or two people have to play without their spectres which just isnt fun. And I dont know if there are some freaks who get off on it, but I just feel gross inside when I shoot someone in the back of the head while they rotate through crossing or exhaust, or I walk onto b site from spawn and kill two people. Its kinda funny, but definitely not a fun part of strategy. I think this would be fixed pretty easily by turning crossing into an elevated area, not making it impossible to lurk through, but requiring a player to full commit to it with their specter, then making intake take a direct right turn onto the A site.
This is kind of a stupid ms photo editor mock up but like if crossing was elevated and intake routed directly into a, it would make mid fights more valuable, for a team splitting a, which would mean that the guy playing mid isnt like twiddling his thumbs for the enitre fucking game or you are just getting shot in the back of the head by someone camping intake or walking through admin.
Its also kind of the same thing with anyone splitting B
basically it just becomes much more valuable to have an actual player in mid
This game shines brightest when you as an individual player are able to use all of your kit to do one thing, it struggles when it feels like you are spread thin over the whole map or you are just doing literally nothing. Also, having that A lane would cause the retake dynamic of the site to be totally different and as a bonus, punish players just standing idly in duct, it would force them to watch that mid lane and make it more interesting IMO.
anyway, ark4nge1 yap session over
fun game
fuck this mid design though
lol
Yeah mid on this map is so bad
its just literally not fun for anyone unless you are actually a freak and it could be way more fun for everyone if the map forced people to fight it every round
Having two ways to go up mid is so frustrating cause you have to watch both entry ways of mid and if they are pushing onto A and you played B when you rotate you have to watch crossing and lookout
honestly my least favorite map
but if changed right it could be my favorite
I think the bombsites are actually really fun and I really like the verticality of A main but it definitely could be way better
I had so much trouble entering out of main to a site
I think that could probably change as well, it kinda feels weirdly cramped and gross to play around the A site sometimes but there is definitely a way to do it efficiently if you have nades/flashes/smokes
I think that definitely comes down to util
yup
B Site was very enjoyable. The first corner (Spot 1) was a great spot to defend pairing with Spot 2. Quad/Spot 3 is very open which is good but it doesn't fit the sit as good as it could. Make Quad longer adding slightly more cover to make it feel more comfortable with the rest of the surrounding area.
A site is a lot of fun with the long range/short range/elevation that it provides. I kept trying to plant at Spot 1, maybe I'm slow or maybe it just felt like a safe default plant spot. "Duct" is great for the site but I wish I was able to see slightly more than it currently allows. Post plant its not viable but is a good vantage to defend the retake from "Crossing"
Overall Mill may have been my favorite map. It's a good clover style map that could use a little cleaning up and will be a really great map.
The whole Mid-Banana-Window area feels like too much is going on/is confusing for positioning which looks like others have given a similar input and this area could definitely use a facelift. I really only found myself lurking there solo never having any team plays going towards there.
I would almost like to see the idea of having "Crossing" open into "Lobby" and similarly having a connection from "Window" to "Courtyard". Marked X
🔽 APRIL FEEDBACK 🔽
I think for me I didnt know that Window peek existed until I versed K2s team and i've played Mill at least 10 times. Maybe a backdrop wall that makes it more visible? or the window having a red outline would make this peek easier for newer players to see
or maybe like a spray painted X on the backwall to see its deeper
^ sorry a playtest late on this but maybe some kind of screen playing adverts for Bloom?