So one of my greatest hopes for this game would be for the V1 maps to be ported across to V2 at some point and apart from the technical aspects of it (needing to quarter the maps so the faction system kinda works, etc.) it got me wondering how the rest of the changed mechanics would work for the maps.
Overall - High horde density and more ambients all round. Can be messy in tight spaces with stacking enemies. Warpfire throwers and the sorcerors might make some traditional hold points much less effective than they were before.
Specific map areas that might be different:
Horn of Magnus - The barrel event may get messy if the hordes that spawn get any larger. Places like the inn with the tight quarters would be a bit more painful, especially with chaos.
Black Powder - The long 2x4 bridge that goes across the map near the boat will be a hyperdensity primer on both ends since it was already one of the few areas in V1 where you could be buzzsawed by a stacked horde. Also being trapped by a horde at the furthest barrel spawn will be fun.
Summoner’s Peak - Ahahahaha oh boy. Chaos Spawn at the second portal with all of its drops and edges? Also the rats cool the generators really quickly, so adding more would make it a pain to defend.
The Dungeons - There’ll probably be more ambient elites in the darkness, which is already a massively polarising map mechanic. I just expect to eat more overheads from elites that were standing in corners/behind a pillar.
Waterfront - Waterfalling enemies in the break the supports warehouse will probably be worse since enemies clip into you a bit easier if you try to take the high route.
Well Watch - Ahahahaha, say goodbye to the tenements well. It’s already a pain since cata rats deal so much damage to it, increasing the horde density will make it so much harder to defend, especially since they can come from more directions at once at that well.
River Reik - Hyperdensity would be a big problem when you’re on the boat.