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+ possible faint scenery?
What I think you need to do is shade the outside of the map to make it look like part of a face carved out of rock. So shade in like the ridges of the eyelids, eyesocket, edge of nose/cheekbone etc so it has some depth and fades to black.
Maybe even make the pupil some wicked energy source that is harmful to touch.
looks like a anti-camp map because of the many routesAnyway gg
Oh wait, there's more. Not only can one person effectively handle one half of the map camping top, the nade placement makes it easy for the player to spam into the middle.
The whole map is so linear that each of the player spawns are great areas to spray into to the tunnels exiting the pupil area. Those tunnels are like spraying low in Nuubia's red base, but into a smaller space.
Well, it certainly looks more like an eye now.I like it even more this way, definitely want to play it.
- as a pretty efficient sniper who constantly rotates around the map, I can see a few lines that are easy pickings for me. Ive attached some examples of problematic lines of sight that I would really exploit, so you need some colliders around the place.
- maybe consider making the pupil a bullet-collider, but not a player-collider.