What's you Least favourite to favourite maps?
12. Volskaya Industries: Standard CP has outed itself as a weak fit for Overwatch already with the low team sizes, and Volskaya's needlessly complex alternate routes and vast open spaces create loads of unused terrain and bland objective zones.
11. Hanamura: Bad mode. First points hard choke is less interesting than the one you can find on Anubis, though it's not as bad as the one on Volskaya. Second point is an absolute mess. The room is way too open, the approach paths don't bleed into each other well, and there's no real terrain between the defensive spawn point and the capture point.
10. Temple of Anubis: Same mode problems except there's actually just loads of space on this map that feels inaccessible or unusable, particularly on the first point. Second point is actually enjoyable though with the trench set up.
9. Watchpoint Gibraltar: Completely uninteresting visually. Very few interesting encounter points other than area between the first and second checkpoints.
8. Numbani: This map just does not click for me. Most of the side routes feel too enclosed or distant from the main path that the payload takes. The distance between the first capture point and offensive spawn is needlessly long so most of it goes unused. Hate the payload's push towards the end. It's the only real place defense can hold up well but it's a total drag.
7. Ilios: My least favorite KotH map. Strategically things play out in a very similar way on this map almost every single game. Well is a disaster too with that control point and the Overtime rules.
6. Hollywood: Not sure this level is really communicating its theme very well. Capture point area is great but the path the cart follows is just really underwhelming for me.
5. Lijiang Tower: Love Control Center. Night Market feels unique but it leans a little too heavily towards a very small space that almost all fighting happens around. Garden is good too, but like most KotH maps has too many bottomless pits.
4. Dorado: Good all around. Strong visually, especially around the market. Very last push to the end is kind of a problem with how the defending team respawns.
3. Nepal: Really just enjoy how this map sizes itself. Encounter areas don't feel too big or too small. Vertical space actually has an impact around the control points and is something that impacts every player/character. Sanctum needs some kind of low or partial terrain on the control point's open pit side.
2. King's Row: Just really solid corridors and branching paths. First CP point is good. Multiple hold points for defense along payload route.
1. Route 66: When this map got added in late on beta it almost just completely won me over on the entire game. Incredible visual detail/skybox work. Loads of small skirmish locations that blend well with the larger path through the map. Defensive positions seem more flexible. Don't really find points of frustration while pushing.