@The Little Moa: I hope you aren’t the creator of the map, because my feedback may seem harsh.
Let me start by saying that this map has the same formula as Midship, and every difference from Midship results in gameplay suffering.
The sides about the same height as the bases, which puts less incentive on central map control (which is a solid 2 base formula. Ex: The Pit, Sanctuary, Midship, Beaver Creek, Narrows are all 2 base maps that revolve around central map control.) The two sides on Midship counter eachoher through LoS, while the center dividing wall blocks LoS, causing imbalance.
The central platform is the same height as the sides, with no advantageous LoS worth risking the exposure of holding the position. The only purpose the center has is to block LoS.
Midship’s outer ring was fairly separated from the central area. In order to have LoS to the center, you would have to risk exposing yourself. In Synapsis, the area in front of the bases are open, purposeless, deathtraps.
The transparent glass, in almost every situation, discourages movement (and causes framerate lag) because the player using it as cover is control of deciding when they will enter battle (due to being able to see the opponent without being shot). This makes the bases even more powerful, taking power away from the center even more so. The perimeter of the map is essentially equally balanced, which may sound good, but it actually cripples the flow of the map. Midship’s bases are clearly designed to designate safe spawns, and encourage the player to move forward because the bases are low, but covered.
And I strongly oppose using power weapons on open single atrium maps, or “donut maps”, because the power positions are supposed to give the player enough incentive to push forward in order to control the map. On this map, I feel like the power weapons were a lazy method of forcing movement because the geometry wasn’t designed well.
EDIT: Saw hiding video. Did not know that the map has been updated. Numerous fixes. Still has some problems listed above. Essentially, you made the map more like Midship.
Looking at the new version makes me question why Onslaught isn’t in matchmaking. It doesn’t have any of the problems listed above. A more solid take on the 2 base layout. I suppose it’s because the creator isn’t a well known waypoint member.
Just so you know, I have nothing against you. I just have seen thousands upon thousands of maps with this same tried and true formula. What risk is involved in forging a design that is already proven to be solid? I promote taking design to the next level, and attempting your own unique map. If you ever decide to take a step out of your comfort zone, I would be willing to help you out.