V6 is a big improvement on a lot of fronts, but is also deeply flawed, in my opinion.
- This isn't meant to be an insult, but Bazaar's current iteration looks like a slapdash attempt to fix what wasn't broken. Having more Bazaar shops was a problem, yes, but what we have right now looks a lot worse, and feels strange to be in. A 1 floor shopping center with a 40 foot ceiling? Couple that with the clothing shop having a railing that drops down into the shopping center, a move not one single contractor has ever pulled in real life, and rightfully so. There was definitely a better solution. Don't even get me started on the random connection to the subway, which adds onto the feeling that this iteration was rushed. Subway tiles on one wall, then it magically becomes the wall of the shopping center?
- Slums Warehouse is a property I asked for when playtesting, but it didn't get added until after V6 came out. I like it, but it needs a better interior design. Also... why the fuck can't I shoot through the glass?
- Suburbs is mostly an improvement if you ignore the fact that it's basically on an island separated from the rest of the map. It's probably the 2nd most empty part of the map, with the 1st being the forest.
- I like how the forest looks. I don't like the roads going through the forest. It's like they were designed to intentionally cause as many crashes as possible.
- The Bunker is better now, but still insanely broken. Cool idea, but the depth added to the tunnels makes no sense. Adding 3 lanes with no environmental garnishing makes it look so weird, and it makes it feel rushed just like Bazaar does currently. Why the fuck does the middle lane have 2 perfectly sized columns meant for players to hide behind, with it dropping off to a ladder? There's no rhyme or reason here. If you're going to make balance changes to the map, at least polish them like the rest of the map.
- The roundabout next to Bazaar parking makes no sense. I would most certainly not miss it if it were removed. If I were to make a list of things to be removed from V6, this would be right at the top, because this is the most nonsensical part of the map in and of itself. The entrance to business makes no sense - it's a long asphalt corridor that leads into a roundabout with no yield signs, and leads into a 1 floor parking garage with no gates, gatehouses, bollards, etc.
- Tidals is okay.
- J&M Glass Co. should've been moved somewhere else instead of outright removed. I like the road that replaces it, but I want Glass Co. back.
- Industrial 3 is cool. I remember seeing it during a playtest and I thought it was awesome.
- Cuckgate is cool. I knew for a fact it would be the most popular property in the server when I playtested it, but I think The Bunker took its spot eventually.
- Lakeview is great. Reminds me of that one building from Evocity. Same issue as Suburbs, though.
- The wood cabins are largely okay, but I really don't like the one next to Lakeview. This is nearly impossible to raid if PD are on, and if you are not a large group. Cool idea though.
- Running away from the police using vehicles got harder in this version of the map, for better and for worse. I wish we had more ways to outsmart Police than to just do loops on the highway and go on the wrong side of the road. Unfortunately this means I'm agreeing with one of Malek's suggestions, xP. Something like removing the bollards from the bridge between Lakeview and Suburbs would be great.
- Parker Tunnel is cool.
- Slums is cool, I was okay with both the current and previous iterations.
- Various nonsensical decisions were made in regards to the gas stations. In what universe would a city planner ever add a one-way exit to a gas station that only has 1 doublesided set of pumps?
- After a while of playing on V6, it seemed like it took too much inspiration from whatever
@peeps was playing at the time. I'm not saying that's bad, but I find it jarring to see so many textures and models ripped from INFRA, to be Frankenstein-ed into a RP map. The assets in this game aren't conducive to a modern city, despite INFRA containing some city assets. That's not to mention the usage of the Morko concept from INFRA in the V6 eastereggs, which also take an insane amount of concepts/ideas from INFRA. I would much rather have a RP map that mostly used TopHattWaffles RealWorldTextures than something that tries too hard to look and sound like INFRA.
- Bank is cool, but being stuck within the bank during a robbery got old fast. I miss driving around the city and sniping cops, but this cannot come back with the current city's layout.
- Office's current iteration is... okay. Better than the first and second iterations.
- Foundry needs to be removed or reworked substantially. I'm not dealing with 9 kilometer sightlines with no counterplay (bombs can't reach most of the defenses within the property). This wouldn't be as big of a problem if the entrances weren't so funnel-y, and if long-range optics were actually viable (Yes bro. The ACOG is not in the center of the screen so you can't use it with your crosshair but WHO CARES!!!)
- The area around Roadcrew is heavily underutilized.
- PD is cool.
- Storage is cool. I liked the old one but it had the same problem the gas stations do with the stupid one-way exits.
- City shop is great. We need more.
These are the "flaws" I could come up with on the top of my head. For the most part, this map is fun to play on, and this post wasn't meant to disparage any of the people that worked on it. I just hope that V7 can help remediate these issues, as for the most part I was left longing for the more inter-connected tighter spaces of V5, even though V5 had a lot more flaws than V6. I don't think we should get V5 back. It's too late, and too many changes have been made to the gamemode apart from the map.