Duncan Hills is quite the masterpiece. There isn't much I could criticize about the map without some contradictory fact that rebuts my complaint accurately. While in-game I made sure I got a hold of both snipers, the laser, and the chopper at least once to test how it flows with the map. On the defenders sniper spawn your LoS consisted of the key-hole, small areas in front of the base, and the attackers teleporter. While on the attacker's side the sniper could see the key-hole, their man cannon, and their teleporter. Neither side could get a clear shot at either base, excellent. The laser spawned in the exact center where both teams had equal chance to control it. An attacker picking it up will give them a clear view of one vehicle exist from defenders and the key-hole. While a defender picking it up will have a clear shot at their sniper and vehicle exit, perfect. The gameplay was filled with fun and excitement at the key-hole, on the teleporter side, and the main vehicle-fighting field. The forging of this was done flawlessly and beautifully. I love walking up and down the sniper's ramp on the defenders side. The cat-walk on the defenders side was amazingly merged, even the attacker's base was completely flawless.
Likes:- The LoS for all power weapons (especially the snipers) are perfectly crafted. I could tell he planned that out.
- The gameplay is perfectly set-up. With the teleporter, man cannon on attackers & defenders, the placement of vehicles, weapons, and power weapons.
- The architect and forging of the map. The structure are intricately designed to be aesthetically pleasing but still serve an active roll in the maps LoS. The merging (although probably ghost merging) is perfect in every way.
Dislikes:
Most of my visible dislikes are pet-peeves of mine but don't let that discourage you from not improving:
- The map's gameplay can be unbalanced for he attackers at times. If the defenders point a sniper at the attacker's teleporter an keep a chopper & worthog in front of the base the three entrances are covered thus dominating the game.
Suggestions:- to fix the unbalancing problem I'd consider an extra laser on symmetrical for attackers, a sniper and laser swap, or moving the rockets to the attacker's teleporter.
Best of luck,
RedNeck
PS: Im writing this on my iPod so I'm apologizing ahead of time for any bbcode, spelling, or grammatical errors.