I’d just like to provide the feedback that this was a nice new map. Very 40K experience to fight in a trench among the ruins. The visuals with ruined hive city, fog, clouds, smoke, and daylight were great, lots of background and environmental storytelling. Looked kinda like a real battlefield with the craters, barbed wire etc.
And the map had a nice pacing in terms of enemy numbers on auric. The map strongly reminded me of one of my all time favorite VT2 maps The War Camp in terms of storming an enemy stronghold under the open sky. While on that topic I loved the swamp biome maps in VT2, I’d love to see something similar in Darktide.
I concur. This felt like a Space Marine 2 map except instead of being gods of war we were…well, still demigods, power creep is like that, but a lot more cramped and claustrophobic. De-power-creep it and it’d be perfect. The no-man’s-land had some genuine pucker factor even with everything being so ‘easy’.
Also PLEASE release that track. I want to add it to the rest.
No man’s land gets a little exploitable with the pathing, seriously enemies wig out really bad trying to follow you around foxholes. I had a Malice round where the other 3 low ranked gangers all died and I just ran across it with desperado active and half the enemies went into a hole and then for some reason went back out and around so I didn’t even have to try for the pick ups. Literally just moving forward made the enemies go back.
Going from above ground large area, small path to next above ground large area. Gives me Doom Dark Ages arena vibes.
Glad effort was made to make it mission length size and not a 8 min zip like train.
I like the use of ground elevation as if world war trenches for tactical cover to cover advance down and up slopes with final stand at the end up high.