These are spread all over the map, you may have removed the parent object from some collisions... This is one I found. Plus a "small" graphical issue with the building east side of A...
Just got a few issues from the new map (1 of which you have been made aware of but I did some extra testing) Left side of C entrance is a little opening in the cliff, you can walk over to a small ledge as shown however you cannot get back over except as a Jump class. Only option as Infantry is to take the huge drop down to the other point. Balcony overlooking C entrance, Autocannons can be braced on this wall however they cannot shoot at the stairs themselves. They can only shoot as far as the very start of them. I tried with Heavy Bolters & Each Dark Reaper weapon. They all worked with no issue so it seems Autocannon exclusive (Although didn't get to try any SM or Ork weaponry) Small wall at B point where you cannot vault, there are multiple other small walls such as balconies at A but this 1 may have something to do with the terrain going through it? This isn't a bug or anything but merely some feedback, I feel like you would need to either choose a new fallback point for defenders at C or perhaps put a roof over it because it's quite simple for jump classes to get here and obviously attack any defenders on their way in.
https://www.twitch.tv/videos/228463795 Here is a quick stream of us runnin around the map. Just ignore most of the commentary. Alot of it is us just nerdin out to the possibilities.
First off.. GREAT job on the new iteration of the map, and the performance on it is FANTASTIC, 120-capped all the time A, B and C points: A: Path makes it too easy to get up and mount up with heavy classes with view over almost the entire inside of the point through bracing on the window: A&C: Eldar can easily access C from A with swooping hawks by using the tower at A to fly to C with just 1 fuel, providing eldar with even more easy ways to get to objectives past the obvious ones: Problematic quad-gun placement when it shoots the pillar: A wall & courtyard; would be nice to have courtyard flattened out and used as a "storage area", providing cover for the attackers to approach A with: Quad-gun defense area suggestion for A: Aesthetics: C point feels like it should have a "landing pad" for thunderhawks and the likes on the C-building. Add it so it covers the "jump-class stairs" up to C to prevent heavy-class camping it. Suggest using the octagonal pads that are used between A and C on Olipsis (hell you could even put a thunderhawk on top of the pad itself, that'd look sweet) Much more came up ingame from people discussing and spotting things, will wait for that stuff to be posted by others that spotted it before I take the time to post about it (lest I forget) I love the evening look of that, feels right for the map
So since @jbregg wants me to post it on the forums .. *grumbling* Bolter : -Still 188.65 dps , wich is lame -god awfull spread in movement despite having a 0.8 deg spread on HIP compared to standard one at 1 deg but still twice the spred of the standard ... (makes no sense unless @Pierrick changed directly the penalty for movement (kinda of a big buff to the movement grip to take instead of the accuracy one if so)) +Higher alpha damage +Feels like a bolter and not an smg Conclusion : its cool but its shit performance wise ps: if this hits live , delete drum mag , thanks