Hello and thank you for taking the time to read this.
I will follow the discussion by order: traversal, intensity, line of sight, paths, and cover. Give what my thoughts are on each and then try to formulate a broader idea around it.
Traversal- if you’re not spawned on a vehicle, you’re walking. I think your approach of moving this closer to an objective is a good idea for this. I have also read that some people or saying flag vehicle spawns with quads or civilian vehicles. I think this is a fine idea as well.
intensity- I have no opinion. in fact, I usually play 100+ players in breakthrough for this. However, I think this can be addressed by addressing these other factors as well.
Line of sight is another aspect that I believe can be resolved by focusing on cover.
Paths- this is an aspect I think needs improvement. However, it is another thing that I believe can be solved through cover. People are more inclined to seek cover than to run in the open. I think personally that rearraging the flags can accomplish some desired flow. However, there is another aspect I would like to discuss at the end of covering these topics. At times it is more lucrative to risk cover to flank objectives, but most maps only allow one path with cover. I feel if multiple paths are offered there is less likelihood of “chaos”. But again I think this can be resolved at the end of this discussion.
Cover- Hourglass everywhere, coming from the north, there are two paths, one heads to the skyscrapers the other the suburbs. There is nothing but sand if you head toward the skyscrapers—essentially anything coming from the skyscrapers is nothing but sand. Everywhere on breakaway aside from the warehouses. Everywhere on kaleidoscope.
How I think you can address all these issues while aware of time management- There are a bunch of areas that can yield CQC that are unutilized that give cover but there are no points of interest. Utilize the Tunnels of Kaleidoscope and orbital. by adding a point at one of the entrances pple will utilize them, you’ll stop air bombardment and create a solid path without adding anything crazy. BUT add some cover (blown up cars that won’t blow up, sandbags) Add a cutout with a room if you want to get fancy. But that’s an easy fix. There are various lobbys that aren’t utilized either but they are bare, that might be an option if more cover was provided. Add trees, they’ll add to destruction and supply cover. Add pre-destruction, again cars that are already destroyed, Sandbags, already fallen structures. For instance, Hourglass has huge amounts of open land that can easily be solved by adding a fallen sky scraper- this provides a path (lane), obstructs line of sight and provides cover with little manipulation of the map.
Lastly, please add post war aspects to the map, smoke, destruction, sandbags, crators. All these things will, not only solve the immersion (which wouldn’t be a problem if there was destruction on the scale of orbital). but it would solve line of sight, cover and paths maybe if done correctly. And last last, please add some sort of people once lived here aspect. Everything is so barren. Look inside of the houses and lobbies in Hourglass. There is like… one table. Its bad. That def needs to be addressed.