Size & design suited for:
o low player counts (1-11): bit big
+ average player counts (12-22): decent size & design
o high player counts (23-32): too few nodes
Geometry:
- asymmetric terrain design
+ nice z-axis usage, especially at the centre area
- mountain backs between 1 & 4 as well as 4 & 3 offer perfect sniper & camper spots due to minigun turrets, lightning guns and plateaus. They are practically not accessible from cores, thus, once the left primaries (1 & 3) have been captured by the enemy, comebacks will become even harder on top of the imbalanced vehicle placing (see below).
Nodes, link setup:
+ simple & clear node layout
+ cutoff opportunity given via centre node
+ no choke nodes
- only few hops from core to core
Desirable playstyle plurality:
+ on foot duelling well possible, decent NV-movability, nice shortcuts through boosting tunnels from centre, although wide area design makes foot play less significant
+ sniping
+ most of the nodes are easily defendable by turrets and coverings (buildings / terrain)
+ super weapon avaialable at centre
+ flyers
+ wheeled vehicles
+ tanks
Undesirable playstyle encouragement:
- vehicle camping not improbable (countless locations for Hellbender side turrets, (spawnkilling) tanks are also to be presumed)
- excessive sniping is very likely, innumerable sniper spots along with many lightning guns. It probably degrades NV-gameplay.
+ base laming unlikely: bases are not too easy to access, not enough rewarding objectives
+ weapon spamming: wide area design should prevent it
- turret camping very well possible: too many turrets, both laser and minigun ones
Weapon & vehicle choice & balance:
o moderately and unevenly rigged weapon lockers
- not enough vehicles at bases compared to other nodes, making a comeback unnecessarily hard
- vehicle and other resources at the centre node offers a disproportional advantage next to its cutoff property
+ flyers vs. anti-aircraft
o super weapon is at least a bit to work for. However, its centre location is to be reconsidered, the centre already is a bit too significant
+ several special pick-ups / power-ups all over the place
+ no dominating vehicles
Aesthetic aspects:
+ overall look is nice
+ adequate lighting
+ neutral colour theme / no team preferred
- wood bridges are floating without any holding ropes
Conclusion: looks nice, good approaches in terms of playstyle variety, however, negative outweigh positive aspects, especially imbalanced resources placing and terrain design, asymmetry, sniper & turret predominance, comeback possibilities below average, too few nodes for higher player counts
