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Sniper sightlines in the mid rectangle are extremely long, from gallery to gallery, as the area is very open, but at the same time the middle point is completely covered even if the Sniper stands where the screenshot is taken from. I guess that's why it's called "trenches"
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You can cap the mid point from the tops of the sheds that flank it, even though the yellow line stops at the walls. Is that intentional?
Great framerate would make this a good candidate for competitive play, but lack of vertical gameplay and a lot of the map being tunnels and hallways means Soldiers might come to hate this map. Needs more playtesting before I can really get a full opinion on it.
PROS:
Insanely good frame rate (90+ in some spots, 250-270 FPS in other spots!!), map must be crazy optimized. Or is it just the lack of props?
Interesting mid area.
CONS:
The outer points are pretty deep into the bases. The final room is rather plain and might be hard to defend because of the many entrances. So I guess all the defending would have to happen in the hallways.
A lowest route through cellar and caves feels needlessly long and superfluous, I doubt anyone but Scouts would use it. It's a good idea to have a low exit to the mid arena, but why at the end of an endless tunnel? So that attackers can penetrate deep into the base? But a single sentry or Demo could block that tunnel off.