ONS-MeteorCity:
Size & design suited for:
o low player counts (1-11): too big and cramped for few players
+ average player counts (12-22): ideally designed
+ high player counts (23-32): big enough even for many players
Geometry:
o asymmetric design, but tolerable differences
+ z-axis usage: several floors, plenty of room for flyers, many higher buildings for snipers
Nodes, link setup:
- disruptive back & forth layout, asymmetric in addition (blue has 5 hops to centre, red only 4)
- no cutoff opportunities
- completely choke-noded
+ sufficient hops from core to core
- plenty of unused rooms existent where nodes could have been expected, actually
Desirable playstyle plurality:
o on foot play is possible but the focus clearly lies on vehicle play, there's no jumppads or anything similar
+ sniping very well possible
o average node defence: partly covered, partly reachable from afar, no turrets to be manned
+ super weapons available (Redeemer & Target Painter)
+ flyers, although their manoeuvrability is quite limited within the hallways
o wheeled vehicles: no Benders, Paladins, just Scorps
+ tanks
Undesirable playstyle encouragement:
- vehicle camping is to be presumed due to the awkward combination of narrow indoor areas, tanks and choke nodes
+ excessive sniping seems not to be very likely, flyers are supposed to be able to deal with snipers soon
o base laming is possible but not overly rewarding
+ weapon spamming is improbable, battle areas are large enough to prevent it
Weapon & vehicle choice & balance:
- weapon lockers are uneven and incomplete
o vehicle amounts looks alright at cores, potentially slightly overdone otherwise
o mediocre flyers vs. anti-aircraft balance: no manual mode turrets, Hellbenders, too few shock rifles (always quite handy vs. flyers)
- Redeemer and Target Painter available at weapon lockers, should have been placed somewhere else to be rightfully earned
- those auto-firing turrets are completely superfluous, they don't serve the gameplay in any positive way
o only few special goodies placed here and there, mainly at nodes, could be some more at meaningful locations
- the Ion Plasma Tank probably already is the dominating vehicle on this map, but 1500hp wtf? Thought 800hp was default?
Aesthetic aspects:
+ accomodating overall look
+ decent lighting
+ neutral colours, no team seems to be favoured
+ those cheering spectators, very nice!
+ team sides are red/blue coloured, quite nifty as an orientation
+ moving tubes and a spacecraft like in Coruscant in the background, really cool
Performance / Resources:
- huge download packages
- low framerates
Bugs:
- gaps between some buildings, if you fall in, there's no way out other than suiciding
Conclusion:
Really nicely designed in regards to aesthetical aspects and rudimentarily as for its terrain layout. Looks quite unfinished and pretty premature in terms of nodes placing, link layout, resources distribution (vehicles, manual weapons and super-weapons). Also, low framerates of around 40-50 at some spots point us to an unoptimised performance design.
