Been testing it out for a bunch of minutes, it's really Swelt-esque as far as design goes, from my point of view, it has a decent item layout. Quad/RA/YA/LG/BS each have a room that needs to be controlled. Making quad runs or generally cruising around the map seems fairly easy at first glance, everything seems to be nicely connected which adds a fast flow to the game. There are a few hard jumps and plenty easy ones (if you count ramp jumps + air strafe from BS to LG as a jump anyway). However, the weaponry leaves me in doubt if this map, in its current state, can be considered a competitive addition to the TDM map pool.

Let me start with Team Arena weapons, namely the Chaingun.
I don't mind it being used in some random public matches, but it has no place whatsoever in a competitive map. See what they did to Solid? replaced CG with LG. That was a smart move. Now do the same thing for tornado and replace it with RG, which leads to my next point.

I have a really hard time imagining a TDM match without RG. Somehow I believe SG/RG/RL/LG are essential for every TDM map. Chipping off armour, defending an area and being a major pain in the ass with the RG has been a worthy tactic in TDM for more than a decade.

Other than that, I'd love to try it out on some pickups and see how better teams handle it.


MH / central area


more pics below:

Quad room
Quad room from another angle
RA ledge
YA room
BS/LG room
BS/LG room + MH hallway