Quad placement: Too many attack routes, the biggest flaw on aerowalk 2no2. Such an important aspect of the game mode should never be subject to chance to such a large extent.
I disagree, I think quad placement here is nice for some heavy action 2on2s. Its placement suggest chaos and all-ins.
LG placement: Great. Open like on dm4 and bravado makes for inevitable exciting action.
Agree.
RL/GA slope not steep enough, too hard to jump straight onto the big box. You really don´t want to waste time climbing all the boxes when you don´t have to.
Totally agree. I hate needing to climb 3 boxes to go further. Maybe use a slope/lift instead of boxes?
RA placement: Great. Three paths to attack/defend from. The one being there in time has an appropriate advantage.
Agree.
YA placement: Fast, fun and fluid. Not as outspoken as the RA, which it shouldn´t be.
Sure.
The mega boxes. Not too keen on them. Nice with esthetics, but all they give me is a feeling of being in the way of the fluidity. Perhaps place them in a corner?
I disagree. Love the aesthetics of these, giving the map nice character. Maybe putting some lightweight item behind it, such as a health box.
(...) Also love the YA tele, where you can choose direction (rl or mega) in an aerowalk-esque manner.
I don't like the YA teleport destination being so close, just above where you entered. I'd suggest it leading farther away from this area somehow.
Overall: Love the industrial theme and thoughts behind this! Feels fresh. Good job as always, Fenris
(One wish I have is some better work with ceiling/roof heights beeing to onesided. Like, lowering the ceiling in one room drastically. I personally like low ceilings, with natural Q1 claustrophobic feel. )