#Skyway Map Feedback

32 messages · Page 1 of 1 (latest)

vernal gate
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Share your feedback about the map Skyway here.

formal jewel
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best map in the game, real big fan of the identity behind playing the jail and drop positions, game needs more of that (ivy vents on Mill another good example)

wicked portal
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I like the identity of the map, it just feels very chaotic to say the least. Very attacker sided? Feels very strong for Morrgen to make really random plays with shift smoke.

vernal gate
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bumping

thick flax
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this map was rouuuuuugh on use the few times we played. Feels very defender favored. Defenders have way too much space to work with in set up and we would get rushed every round. Feels like it's way too easy to get boxed in when attacking

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Defenders just have way too much access on their side of the map on set up. Feels like you're working twice as hard just to get a foothold on Mid

fallen shoal
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I really liked this map, there are definitely a few things that feel bad though. the weird area where you jump up from B feels very gross and weird on either side. I think it would be fine if it was just a normal lane. it kinda feels like its doing too much with all the verticality. I think mid generally is just really really awkward. There is too much to clear and its so easy to get traded as an attacker when you are walking up if there happens to be someone behind box, or if there is someone playing in a link, or, god forbid, someone has put their spectre in both of those positions. It doesnt really feel optimal to fight it as a defender because of how many different angles you can be swung from, it makes it really awkward to walk up. But you can get a shit ton of value if you get lucky and walk up because you can just wrap a main immediately and win the round if the attackers decided to go A. Basically if we work out the game theory of this mid zone It ends up being a weird prisoners dillema where its most optimal for a mid defender to hold it from a link and box, and for the attacking team, you definitely should have a player in mid-a-link because if you dont establish that control it will get abused. basically it just feels like its a zone where its most optimal for literally everyone involved to just be actively holding and staring at angles.

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If youre an attacker and youre playing against a really skilled player in mid who knows how to use their spectre I think it would be pretty easy to just hard hold it in a pretty uncounterable way. and for an attacker there really isnt any incentive to pushing mid besides guarding the flank and then late lurking to cut off rotations which again means that you are just staring at a wall eating paint chips waiting for a defender to walk up mid, or you are leaving your spectre and fighting for a with your team while you risk your spectre just getting murked in mid (this happened to me several times). weirdly for both sides the map pressures you into fighting mid out of sheer boredom because seemingly the optimal state of play would be to stare at a brick wall. Kind of a gentleman's agreement where everyone just runs at mid which I love but is easily ruined by the realization that you can kind of hard cancel all of it by sitting bottom mid or just holding them walking up mid.

vernal gate
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🔽 APRIL FEEDBACK 🔽

formal jewel
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in duct the walls should be wood so we can wallbang people we see pushing past the reveal walls, otherwise vents is way less impactful and the site becomes a glorified choke

graceful locust
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leaving this because I’m randomly remembering, this map is very fun but my god it needs some sort of tweaks to its relationship with Morrgen. @still quail can do the talking for me on that, it basically turned into a single player Mario Party mini game

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Smoke shift feels obscenely powerful on this map, ESPECIALLY against teams that don’t entirely know what they’re doing.

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I’ll try and do a better job of explaining what exactly causes this when i can sit down and doodle on the minimap jpeg

rose pulsar
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some rubber banding when I load into this map, and some glitching

azure scarab
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I didn't really get what the map is supposed to be. Biggest clue I got was coming here and seeing the cranes. Would be nice to have some more sense of place. A skyline or something? Cranes as part of the level? Posters? After a few matches here I couldn't tell you if there was a crane there. Felt like more of a training area than a place with its own identity.

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Had a bunch of fun with bars east of A site. Defensible position since they need to pass it or puck through. Unlike the B balcony I really felt like I was blocking pucks there trying to get behind which was fun!

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when I was standing on 1 here I really wanted to throw a puck on to the circled ledge. It looked so cozy! Having the "invalid puck" yellow line rather than an obstacle blocking it was a bit disappointing.

formal jewel
azure scarab
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Oooooh, yeah def wasn't getting that then. Was thinking it must be a warehouse type area?

cold schooner
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mixed feelings on the map design. I like some of the intricacies, but the map feels way too big and empty for 3 players moving at a time.

rancid jacinth
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I immediately had pretty negative feelings towards this map upon the first time playing it. Maybe it's just the lack of team coordination of solo queuing or just lack of experience and map knowledge, but it never clicked for me in the same way that Mill did pretty instantly. I guess for lack of a better term, the map didn't feel intuitive to me. The zeus sites are weirdly located and the timings pretty regularly felt off to me. Would often feel as though I had no clue where enemies could be coming from and the map can be a bit busy and overwhelming. One specific criticism is the placement of B site. I'm not too sure why it's closer to the attackers than it is the defenders. It makes trying to entry into the site feel awkward while also making retaking feel a bit off as well. I think it forces attackers to play aggressively in the post plant as there really aren't any great post plant positions.

A site feels a bit better, although the gates of the jail make taking that area of the map much more difficult for attackers and almost always winds up funneling the attackers through the left choke. I was very caught off guard by the circled boxes on A being wall bangable. They don't look like they should be and the fact that they are makes that entire elbow area almost unplayable in the post plant.

pine igloo
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consider making the green box at mid higher, i was able to see an enemies head from upper, unless intended

strange merlin
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These areas are nearly impossible to vault on outside of prep phase

formal jewel
strange merlin
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And your spectre is bye bye already

formal jewel
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I had assumed the puck access requirement was by design

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As a punish for losing the spectre, adds a lot of stakes to the attacker half

strange merlin
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since these are quite OP retakes