Original Post — Direct link
This rework is complete garbage. You took one of the best and classic maps and turned it into complete crap.
Make this "rework" into an event or something and bring back the old map.

DO NOT TRY TO FIX SOMETHING THAT AINT BROKEN
almost 4 years ago - UbiShoreman - Direct link
Originally Posted by TheAShFinka
Nothing is frustrating. it is complete crap. old one is way better
What is it that makes you feel that way? Constructive feedback is what helps us out.
almost 4 years ago - UbiShoreman - Direct link
Originally Posted by TheAShFinka
This rework is complete garbage. You took one of the best and classic maps and turned it into complete crap.
Make this "rework" into an event or something and bring back the old map.

DO NOT TRY TO FIX SOMETHING THAT AINT BROKEN
What exactly is it about the map that you are finding frustrating?
almost 4 years ago - UbiMorning - Direct link
Too many rooms
Which specific rooms do you think are unnecessary?

very poorly designed
Can you be more specific on why you feel this way? What layouts feel poorly designed and what for?

Seems lopsided, easy for defenders. Unless I'm picking a bad area to breach in. But seems tons of the windows are metal and blocked off. Garage door blocked off. One of the main front doors blocked off.
I think this ultimately depends on the site. For example, I think Music/TV is a great spot for Defenders because they can hold a multitude of angles that make it feel hard to push efficiently. However, I think a great way to approach this site would be from above or through the Pool room near the main entrance.
As for Garage Door and the Main Door being blocked off, I personally think these were great balancing changes. To me at least, Main Door felt too risky to approach as an Attacker, as there was a multitude of angles Defenders could hold from onto Main Door. It was also a prime spot for spawnpeeks/runouts. Having one side of Garage fully blocked made it easier for Defenders to hold Garage. The IceyCat video posted recently gives perfect examples of why certain windows were closed off.

There are no solid entry points, or solid attack routes. No chokepoints for strategy, etc
As I mentioned earlier, I think this really ultimately depends on the site. Each site has unique plans on how to attack and enter the site. I'd argue that Music/TV has some solid chokepoints for Defenders to hold.

Also few new rooms added. Also different breachable walls. More to get use to and learning curve all over again.
The learning curve would still be a thing even if it was a brand-new map added. I feel like it's just something that is constant with Siege, especially with the addition of new operators. However, the team would like to take some steps to make it easier for newer players to get used to Siege, as it already has a steep learning curve.
Few new rooms seem to contradict the opinion that there are now too many rooms. How would you have improved the room setups?

Bad enough Tower and Skyscraper are back in the playlist now as well. To many stale maps I cant stand anymore.
Skyscraper is getting a rework next season, so you won't have to play on the current state for long. I personally dislike Tower as well, and would like to see a rework for it.

If you arent gonna put it in ranked however its wasted resouces since casual players didnt mind the map in the first place and ranked players dont get any new maps.
I disagree that it is wasted resources. You may feel that way because the map was not added to Ranked, but the team wanted to do a more casual rework to appeal to those more-casual players. The map was never intended as a competitive map.

UBI has pretty much told customers they're not going to do it, and that we're stuck with the horrible 'remakes', whether we like them or not. They've made it clear that they don't want to put any time, or effort, into keeping the older maps in the game. Either for variety's sake, or for fun, or just as a matter of courtesy to their paying customers.
As I specifically stated on this other thread, the reason why old maps are not going to be an option in-game is to help the overall development process of patches. As I also stated and so has Shoreman, we really really really appreciate constructive feedback on reworks so we have concrete feedback to share with the team. Saying "It sucks bring the old one back" is not helpful at all. Alternatively, comments like "XXX room is unbalanced because Attackers/Defenders can do XYZ". The difference between the two comments is the latter has tangible feedback the dev team can act on.

I personnaly like the rework but i wish they would keep original maps for T hunt at least.
If players are using Terrorist Hunt to practice for real matches, what is the benefit to keeping the original maps besides for nostalgia reasons? If players are trying to learn map knowledge, it would make more sense to use current maps than outdated maps. I also touched on this in the linked post above about why it is not feasible for the development team to have two different variations of the map in the game.

I'd like to see some more comments on IceyCat's rework concept and how you guys would feel if it were to be used.
I'd also like to see more comments on how to specifically design it around Secure and Hostage, as MM.Captain brought up.
almost 4 years ago - UbiMorning - Direct link
Let's please try to not flame each other and keep the discussion on track!
Originally Posted by TimmyTables
I do miss the side door on the first floor near the stairs. That should come back, but overall the rework is significantly improved. The old house was really small and made it dumb luck if you picked the right spot at the beginning of the match. This keeps most of the flow while making it harder for those who know the map to exploit newbies (yes even I am guilty of headset noobs from the window over the side entrance on that old map)
Why specifically that door near the stairs? There is the side door that leads into Music now, but I don't think it is a solid replacement for what the original door was I suppose.