Hello!
So having had the time to play the map a few times (cata only if that matters) i would like to offer my opinion on this new map in all its rather large size with long winding paths with hidden corners and whatnot all over.
Its great.
I really like it.
Its immersive in terms of visual storytelling and the voicelines are on point, the group having had some major “getting along” problems are gradually forced to put that on the back burner that as they realize the island they landed on is not at all so nice. Rather, the PoTC shipwreck-cove style village is absolutely swarming not just with skaven but also northlanders with a giant demon plant ontop it all. Plus, there’s even new big chaos boys charging at them with heavy shields.
(Is it just my imagination or are those guys a bit weak one on one? Might be intentional given they are also very strong when stacked.)
But on the note of the village, i greatly enjoy this design, even when i typically get lost easily and wander around trying to figure out how to get back to the team after falling into a hole or off a roof somewhere. Its highly detailed, nicely filled with stuff and there’s even a degree of plausibility baked in to explain why there’s so much flammable and even combustible oil just waiting to be used. The several hidden paths and optional paths are also a nice touch to add variety or even shortcuts for those that wana spice it up. Though mind, those paths often skip past grims/tomes, in case you like those.
As for the events and the previously mentioned new chaos shields, the events have been added into the storytelling nicely and do not feel forced, nor are they actually a chore to get through. Basic operations are simple but with the caveat of lots of angry pactsworn wanting to stop it, simple, but nice. Though i think i´d like if the second event spawned a few less basic enemies and instead a monster on cata, having a big one before the end is nice but that’s personal preference. And the Chaos shield warriors fit in nicely too even if i suspect they might need some tuning here and there.
Finally on the note of likes, i also really like that its all so open and gimmick free, no nurgloth flies, no Nurgloth, no cramped room with poor visibility and tons of spawns. There isnt even a circular room with a barely visible moving AOE attack that slows and deals tons of damage during essentially nonstop hordes that include elites&disabling specials.
I believe it is a good addition to the QP pool, well made and fair. Even if the often spawning enemies from behind raises the ranged paranoia levels even more than usual. We really need enemies to make more noise when running/spawning.