nedsat said:
#Castle Ruins:
- I've notices that there is rocks outside the bounderies of the map. On a map where the invisble walls are already not that easy to figure out this only makes it worse.
- This might be because of my lack of experience with the map competitively but im not sure I get the 'idea' of the map. It feels alot like a bunch of randomly placed ruins.
Your first point I will have a look at. Perhaps I could clean up a few props which are lingering outside the borders, but I would have expected players to use their initiative. I did try and hint with the sides of the map actually sloping up (I wanted to avoid using horrible cliffs like the first version was ages ago). I will look at this when I have the time, but I do think it could be down to not being familiar with the map it's self.
My last comment about not being too familiar with the map, let me explain. I have noticed many clans/teams have in fact adopted the "Hide and wait for flags - take no risks" strategy. Yes, I suppose it works, but I wanted to break the feeling of having nothing else to do. It is designed to be flexible and because it's open, it serves that purpose very well. We have a lot of Closed or Semi-Open maps and what I wanted to achieve with this map is that it is a test of being able to survive and kill your opponents. You CAN hold certain areas if you wish, but to be honest, you can easily be outflanked and there are blind spots and corners which players should ought to be careful of.
I personally feel you are just inexperienced with open maps. Or heavily rely on camping and waiting for flag strategies.