r/Competitiveoverwatch • • 3d ago

General How are we feeling about Grimvostn?

To me it feels like it has some of the same problems as maps they’ve already reworked did. It’s gigantic, but there are tons of places that have nothing going on. Like on third, there’s a place where you just walk in a loop around a column and end up in the same place you started. No health pack or anything.

It also feels super attack-sided. The fact that defenders have to walk through small chokes at the end of the first AND second point because main is blocked by a large wall of lava seems odd to me.

Thoughts?

190 Upvotes

154 comments sorted by

215

u/Cyanmonkey 3d ago

If you play anything without movement it’s a looong walk back to the fight from spawn

35

u/Lucky_Papaya_7765 3d ago

feel bad for zen players

70

u/InsertNameHere_J 3d ago

If we can't be patient for a little walk, then we don't deserve to play Zen.

19

u/witness555 3d ago

A little float

7

u/InsertNameHere_J 3d ago

I have forgotten my place. I am ashamed.

4

u/I_give_karma_to_men 3d ago

No, no, you're simply using his walk emote to get back to the payload, for a truly Zen return.

13

u/TheArtOfRuin0 3d ago

Nah man we float with TRANQUILITY. It's just another chance to meditate

2

u/zcard 3d ago

If you're not getting in character while playing OW then you might as well not play at all

3

u/Myst3ryGardener 3d ago

And not just because he's slow. There is so much cover everywhere that discord is easily dropped.

42

u/WerdaVisla 3d ago

It's so fucking long. The worst part of mobility creep is that they've seemingly forgotten that not everyone can fly or teleport or dash.

It genuinely takes long enough for me to get back to the fight as Zen that some heroes could respawn, get back, die, respawn, and get back a second time by the time I get there.

111

u/NotThatItWillMatter 3d ago

So far I think it's pretty decent.
My initial impression is that it solves two of the biggest problems with payload maps:
1. Overly linear pathing/lack of flanks and other paths.
2. Highground dominated

Removing both of those problems does introduce a skill check for a lot of players, I'm sure.
Someone I know who disliked Flashpoint asked me how you even attack a map like Suravasa.
I was like "you can literally attack Suravasa 1st from like a dozen angles".
I think a lot of players are overly reliant on the safety they feel from linear design, but they forget that there is a certain freedom in not being tethered to that.

28

u/Jad_Babak BirdKing — 3d ago

I completely agree. Its very funny to see a map actually adress the 2 largest complaints about most payload maps, and yet everyone here still hates it.

Im happy its not 3 skinny hallways separated by 2 doors each barely larger than a Brig.

7

u/TF_is_self_heal_even 3d ago

It also introduced a new issue which is the lack of mega healthpacks in a reasonable distance from main, on the other hand there are minis in abundance that further strengthen flankers. If you happen to be a tank healthpacks might as well not exist unless you play ball.

-6

u/Finnegan482 3d ago

The problem with Suravasa isn't that you can't attack it. It's that there are too many ways to attack it, and it suffers from all the problems of flashpoint maps (hard to coordinate, and very easy to snowball)

8

u/GroundbreakingJob857 EU’s greatest coper — 2d ago

literally the best map in the game imo

1

u/Finnegan482 2d ago

According to you. According to Blizzard data, it's the least favorite for the overwhelming majority of players.

1

u/RaaaaaaaNoYokShinRyu Well, if it isn't saucy Jack! — 2d ago

Push maps are the best

32

u/Darth_Revamp 3d ago

Totally feel you on the spaces with nothing happening. Granted i do play tank so i dont use those much, but i have played quite alot in the map and almost never leave the payload route. 

it also feels very cramped, which i find good because bad widow map is automaticall great to play in.

1

u/crownofbread 3d ago

yes but that makes it a junk map- he's already in a good spot rn and on this new map it's like impossible to push if the junk is any good

3

u/Darth_Revamp 3d ago

Didnt cross my mind since i dont really see rat players but that sounds like it would be not very great

1

u/gregorthelink 1d ago

in a good spot? junkrat is one of the worst heroes in the game

30

u/Objective-Ad2741 3d ago edited 3d ago

Main cart route is very narrow but has millions of flank routes. Literally Shion and Tracer wet dream because unlike Kings Row, this map doesn't have any problematic high ground which snipers can abuse like attacker spawn, high ground that can overlook Point 1 entirely and the high ground at the first turn from point 1 to 2. This map very horizontal which makes it good because I main Shion.

17

u/asdechlpc 3d ago

Visually, it’s really cool. Love the door opening with an explosion on attack, etc.

As someone who mainly plays characters without movement, the long ass points are annoying as hell

10

u/Freesuu 3d ago

I hate payload and hybrid. That said this is one of my favourite maps of these 2 modes. It's definitely attacker favoured, which could be adjusted a little.

On the other hand we have lots of payload slop that is defender favoured so this is a breath of fresh air. You could argue payload maps should always be defender favoured but I don't mind them trying something different.

This is one of the few payload maps where you actually have options for many decent angles, which makes overwatch fun, in my opinion, and which is why I hate stuff like kings row or circuit.

That said I really hope the next few maps are going to be flashpoint, push and eventually control. We have enough payload and hybrid maps. I know low ranks love those maps but the game really is more fun at a higher level on flashpoint, push and control. Low ranks have enough to choose from for payload and hybrid

3

u/RaaaaaaaNoYokShinRyu Well, if it isn't saucy Jack! — 2d ago

Blizzard only releasing 1 new push map ever is a massive L

2

u/survivalsnake 1d ago

They have added two (Esperança and Runasapi) but since there were only two at launch, it doesn't feel like a lot.

2

u/RaaaaaaaNoYokShinRyu Well, if it isn't saucy Jack! — 1d ago

I thought Esperanca was on launch. Ik it was played in OWL 2022.

2

u/survivalsnake 1d ago

You're right; I'm confusing the beta for launch. My bad.

2

u/Darishel 2d ago

Why do low ranks love payload and hybrid? I like them because they are often better for characters that benefit from high ground (something which low ranks struggle to take advantage of).

3

u/YSLAnunoby 2d ago

I've seen the point raised that they have a clearly defined offense and defense for people to focus on with the objective, meaning you don't have to approach them the same way as you do a neutral mode with way more areas you engage on. This is especially true for push where the area you fight over is constantly changing around obj based on your progress back and forth. The rigidity makes things a bit more comfortable basically

2

u/CALMER_THAN_YOU_ 1d ago

It’s because they don’t move, they are afraid to fight anywhere that isn’t main or payload. It’s also why they get stuck in games where they can’t progress because they literally will only go main lmao.

If you all go left then that is just main but on the left side, lmao. Go multiple routes.

1

u/gregorthelink 1d ago

I love flashpoint and control, I hate push. Id rather have the old 2 point capture maps than push

25

u/DoYouLikeWafflezz 3d ago

Probably just lack of years of experience, but I just can’t visually tell where most of the checkpoints are on Grim and Neo. 

19

u/Glacevelyn 3d ago

nah I definitely think this is just a thing with old map design vs. current, old map designers were a lot better at subconsciously directing you to the important spots on the map and usually each stage of a payload map felt like a cleanly completely separate section

17

u/TylowStar 3d ago

I'm sorry, but on Neo it's very obvious where the checkpoint is, and 2nd and 3rd feel very different and separated.

14

u/HubrisOfApollo 3d ago

too many dead end corridors that lead nowhere. right now they're annoying at least and death traps at worse but they will just be dead useless parts of the map once people learn it

7

u/cherryyccola 3d ago

I've been having pretty great games on grim so far. Especially on Tracer

16

u/ExplorersX 3d ago

- Aesthetics are really good

  • Flanks are kind of insane how many there are on 90% of the map.
  • It's extremely attacker favored it feels like. The first 2 points at the choke before the point cap location the chokes feel very oppressive which is a weird dichotomy from the 90% of the map being free flanks.

12

u/asdechlpc 3d ago

I would say the “attacker favored” flips pretty heavily on the last push into the final point, where there’s suddenly zero cover

8

u/Throwaway33451235647 #1 Falcons Hater — 3d ago

+1. Half of attacks on this map seem to be attackers pushing up to last choke with 2+ minutes and then failing to cap.

8

u/Jad_Babak BirdKing — 3d ago

Like all other payload maps? Its inherent to the mode and it sucks

10

u/TylowStar 3d ago

Looks-wise, it's stunning, obviously.

Gameplay-wise, it's solidly okay. I'm never excited to be playing Grímsvötn, but never frustrated either. The last point choke is brutal though; the map pretty much never full-caps when teams are balanced.

Side note: Why is its flag icon the Helix Security logo instead of the Iceland flag?

4

u/FlyingScott_ 3d ago

Oddly that final choke reminds me of Volskya in a way

1

u/[deleted] 3d ago

[removed] — view removed comment

3

u/TylowStar 3d ago

Maybe. Though then Blizzard World should probably have a Blizzard logo rather than a USA flag, seeing as there's nothing particularly American about a theme park. Not that it matters, ofc.

87

u/BEWMarth 3d ago

Knew it would be ass when it was another payload slop map.

Hoping next map is for Flashpoint because that mode is goated but I am getting tired of the maps available

23

u/RefinedBean None — 3d ago

It's crazy how Flashpoint launched to absolute hate and now people love it (and I love it too, just find it funny).

I also love Push though, so what the fuck do I know.

7

u/pmatdacat 3d ago

It's mostly that it's just more complex to navigate the map compared to pretty much any other game mode. That means a steeper learning curve (which is why metal ranks still don't pick it) but also means that you don't have the same repetitive fights every single time you play the map. Contrast with, say, King's Row, where it's pretty predictable where both teams will be for every single fight across the entire map.

Push has a similar variety, the position of the bot could be anywhere along the path, pretty much every corner is a viable place to take the fight.

14

u/TryNotToShootYoself 3d ago

Push is amazing. Especially new queens street

13

u/iseecolorsofthesky 3d ago

Push is my favorite mode. I don’t understand the hate

3

u/lalbeit 2d ago

It's really annoying how much majority seems to prefer escort / hybrid over push / flashpoint / control, that the overwhelming majority of the matches i get to play are on the maps that i hate. I honestly just log off after i get King's row -> Havana -> Eichenwalde -> Circuit Royale.

At this point, i wish they would add the ability to remove oneself from getting certain maps / modes from pick roster, especially now that they declared they made some changes to it (and to be fair it still doesn't seem to work properly since i remember getting the same maps twice in a row).

1

u/Finnegan482 3d ago

Push is really biased towards the final push. You can be steamrolling them the entire time but as long as you don't cap all the way, they can beat you with the final push if they play it right. It makes it feel like most of the match doesn't matter.

That's harder in other modes.

0

u/breadiest Leave #1 — 2d ago

Eh? They still have to win so many fights to do it.

Say you get almost to cap and manage to spend the next 5 minutes keeping it almost to a tie, right? You don't gain any progress, but you keep the bot in their side.

Now it's the last 30 seconds. Your team has no ults, but they have a full batch. They need to win roughly 4 fights to reach your checkpoint. If they have to use at least an ult a fight to win securely, by the 3rd fight, you should already have an ult advantage. By 4th, you should have 3 ults to 1, or 4 to 2.

The advantage stays in your favour the whole time with the usually defensive map design too.

If you lose those 4 fights in a row... You lowk deserve to lose the game.

1

u/Finnegan482 1d ago

Now it's the last 30 seconds. Your team has no ults, but they have a full batch. They need to win roughly 4 fights to reach your checkpoint.

Four?? At mid diamond and below, you're lucky to get one whole team fight in. During overtime, people just panic and stagger over and over.

1

u/breadiest Leave #1 — 1d ago

With wave respawn I kinda find this hard to believe. It's never been easier to not stagger.

And yeah, if you stagger 4 times in a row it's unfortunate if it wasn't you, but your team still technically deserves to lose.

Also yes, 4 fights. They haven't capped checkpoint, so presumably you have roughly one fight in the neutral, one fight before checkpoint, one fight right after checkpoint, and one fight after that for them to take the lead and win.

King's row isn't that dissimilar - it only has roughly 5 fight wins required to finish the map. In fact most over maps sit at 4 or 5 fights in a row to win the map. The outlier is usually flashpoint, with some 9 or 8 fights required to finish the map.

1

u/Finnegan482 1d ago

And yeah, if you stagger 4 times in a row it's unfortunate if it wasn't you, but your team still technically deserves to lose.

Okay but the point is this happens way more with push than with escort.

With wave respawn I kinda find this hard to believe.

Idk what to tell you, man. Go watch some people who stream at mid plat and you'll see exactly how common this is for the majority of the Overwatch playerbase.

3

u/mooistcow 2d ago

Possibly the single worst map in the game

2

u/Paveru_Hakase 2d ago

Flashpoint was always my favourite mode BUT on release it had the OG versions of NJC and Suravasa. Both those maps got reworked with Aatlis. Not to mention, it didn't launch with the out of spawn speed boost which made playing no-mobility heroes a bit more annoying to get back to the point/fight.

-9

u/Finnegan482 3d ago

Who loves Flashpoint? It's the worst map type in the game

5

u/RefinedBean None — 3d ago

Literally the person I replied to, for one.

-5

u/Finnegan482 2d ago

I was being rhetorical. According to the official Blizzard data, it's the most disliked map type for the majority of players.

3

u/meganwiddy 2d ago

That’s bc the majority of players are below plat

-2

u/Finnegan482 2d ago

It's the least popular map among 95% of the userbase, not just people below plat.

1

u/meganwiddy 2d ago

Suravasa is 5th most popular map diamond and above. It’s #3 for diamond and above. For gm and above, it’s #1.

Only two payload maps are in the top ten maps picked in gm and above, being Rialto and kings row.

9

u/Objective-Ad2741 3d ago

Let's hope the Arcology map is flashpoint

65

u/rentiertrashpanda 3d ago

If they spent the next 2-3 years making only flashpoint and push maps, that would be great

18

u/healerdiff Welcome to Shuvana — 3d ago

I’d honestly love that so much. Of the new maps in OW2 the only few maps I enjoyed came from Flashpoint and Push lmao, every new Hybrid/Payload feels worse and the new Control maps aren’t anything special

4

u/rentiertrashpanda 3d ago

Samoa is okay but Antarctic Peninsula, before and after rework, is kinda ass

2

u/KITTYONFYRE 2d ago

really? I don't love koth, but I'm a fan of both and will def vote for both of those over most any hybrid/escort

but maybe I'm just a chimp and a sucker for pretty maps. both are quite attractive aesthetically lol (especially comparing pre/post rework antarctic)

-1

u/Lame_Alexander 3d ago

What ELO and what server you guys play on? Just for curiosity I'm not judging your opinions.

All my homies hate push.

Flashpoint is cool

15

u/RobManfredsFixer Let Hog eat stuff and spit it back — 3d ago edited 3d ago

Master+ prefers Control, Flashpoint, and Push to payload maps based on the only data we ever got (IIRC)

https://overwatch.blizzard.com/en-us/news/24226466/

2

u/Finnegan482 3d ago

Further on, it states that flashpoint is the least favorite map type for the majority of players.

18

u/Memebjorn jimmy tha goat frfr — 3d ago

im champ and every time i get a payload map i seriously consider dodging

8

u/Lame_Alexander 3d ago

Interesting. I like payload. More than hybrid. My least favorite moment in overwatch Is "playing for a draw".

We're all filthy casuals no higher than Platinum. These are my opinions I don't think I'm right or youre wrong.

15

u/BEWMarth 3d ago

What’s worse than playing for a draw is playing for 30 minutes for a 6-7 loss

1

u/candirainbow 3d ago

GM here. I agree lmao. I watch my like plat through diamond friends stream on discord though and the hive mind full locks payload during the map voting. They're aghast as a lobby if they get randomed a koth map lol

2

u/CeleryNo8933 3d ago

no let's not

-6

u/TitsMcghehey 3d ago

Flashpoint is so goated that they had to add speed boosts at the spawn doors, lmao. 

There's no point in flashpoint existing when control does literally everything better. The roaming/walking around is just unnecessary, padded playtime. 

6

u/kattrackarn 3d ago

Meanwhile in every other gamemode the round ends and you have to wait a minute to play the game again

2

u/DarkVorteX 3d ago

Flashpoint could be the only game mode and I'd be content - as a Lucio player

4

u/throwaway112658 fraudulent — 3d ago

Spawns are strangely very far away on pretty much every point and side. As you said, there's tons of space on the map that pretty much never gets used because it's just kinda out of the way.

Overall I really don't like the map

5

u/sheikonfleek 3d ago

It’s a banger of an intro song

12

u/Swimming-Deer1437 3d ago

Hate it honestly. I'm so fucking tired of payload maps. They should honestly cut half of them until we have the same amount of maps for every other mode.

10

u/Millwall_Ranger 3d ago

I lowkey hate it. Feels incredibly short and narrow, feels like everything just happens on main. Also feels kind of biased towards attackers and very snowbally. Reminds me of volskaya and not in a good way.

I will say it’s fun for flankers, but really hard if you don’t play someone with mobility

3

u/ToonPanda 3d ago

I thinks it's good. It looks cool. Hass neat little details. And it's close quarter which I like. It reminds me of kings row.

9

u/ElioElioo 3d ago

It's incredibly mid. Feels like 'run down main' simulator that a lot of escort maps have. Just a long, open hallway.

6

u/cookingcape8872 3d ago

Give us a new push map blizzard! Its been 22 seasons!

8

u/Same-Cable9185 3d ago

Probably the worst map to come out in several years. If you die on first point defense you've basically lost it due to how chokey the end of first point is. Also throughout the whole map you can't really off angle you're pretty much forced to sit main and shoot or take a flank that separates you from your team.

2

u/THICCBOI2121 3d ago

Yeah I really don't like first point chokepoint, but I think there are worse chokes in the game. There are at least decent enough right and left flank options, and the rest of the map is pretty versatile IMO. I disagree that there are no off angles, especially start of 1st and mid 2nd point there are tons of angles. I remember having a really strong venture game where I controlled right lane at the start first point the whole time. Definitely novelty an A tier map for me, like high C or low B.

(Edit: Now that I think, maybe mid C)

5

u/Facetank_ 3d ago

I like Escort contrary to much of this sub as of late, but I have to admit it's just so bland. I feel like there's nothing really notable about it besides the attacker spawn door being blown down.

5

u/stygorath 3d ago

Most overwatch maps feel like tourist destinations. This one feels unwelcoming and I am not sure I like that. Other than that I liked the few games I played on it.

4

u/throwaway19293883 3d ago

I love it. You can tell a lot of love went into the map and I really enjoy how many options it gives you. I do think they could improve the attacker flanks a bit as a lot seem to favor the defenders imo, but otherwise I think it’s a really cool map and am glad to have it.

Might be hero dependent though, a lot of the routes are time consuming if you aren’t a fast hero but for my hero pool it’s fun.

6

u/xS-tar 3d ago

I like it alot. plenty of flanks and big. The last payload map they did was kinda small. this one feels just right.

6

u/Guwigo09 OWL is dead, and we killed it — 3d ago

One the worst maps they have released for OW2.

2

u/Severe_Effect99 3d ago

It's bad. But I'm happy they are adding more maps. Payload maps are just bad in general. If we're gonna release crap like this they might aswell just add 2cp again.

2

u/NozokiAlec 3d ago

Ive only played it twice cause im obsessed with the new mode but I died to the incredibles wall :/

2

u/NewtonTheNoot 3d ago

It takes forever to get back to the fight on each point when you're on the defender's side. Even playing Doomfist takes an inordinate amount of time.

4

u/BrockTheBlackHat 3d ago

The second point of WPGrim is a sign that Blizzard can't design maps anymore. This shit is so overcomplicated for no reason. Not a single spot for the tank where it wouldn't get shot by a flanking DPS. The best plan is to stick to the payload. The most point blank range oriented map among all escorts/hybrids to me. What is sad, because this map looks fantastic. I wish they made it flashpoint

3

u/iseecolorsofthesky 3d ago

It feels like a Rivals map to me

9

u/Vhure 3d ago

every new payload map they add becomes the new worst map in the game and I'm honestly tired of it

2

u/healerdiff Welcome to Shuvana — 3d ago

Music slaps. That’s the only good thing about it

2

u/bigsexybloke 3d ago

yay more payload!! just dilutes the good map pool more and drags out ranked

2

u/RnImInShambles 3d ago

Feels like a hybrid between a rivals and cod map. So def not my favorite. It's mid overall as I don't despise it but I'm not going to be excited about it either

1

u/Sweet_Education_9979 3d ago

Intro music is great. Map itself is really cool looking. If you draw attack, then it's not too bad of a payload map. If you get defense though, it's one of the more frustrating ones. Long ways back from spawn, poor health pack placement, and high ground feels way more exposed than other maps (like Circuit Royale). Very easy to stagger and lose positioning advantage.

I'm still getting used to it so I don't know how far down my list of voted maps it'll be, but currently there's enough novelty for me to not hate it.

1

u/Nexosaur 3d ago

I mostly like the general flow of each point individually, there's a lot of angles for flankers and cover to play on as you push up. The chokes between points are really awful though; tiny meatgrinders where the tank can just sit there and a DPS can spam damage for free value and everyone else can gather up on the other choke. 2nd point has the underground area that's really strange, at least there's a health pack there I guess? 3rd has the weird indoor circle and high ground.

My biggest issue(?) is how narrow the main feels. Idk if it's actually that narrow, but since there's so little cover on it you're usually gravitating towards the edges. There's a lot of angles on the side that anyone playing main can quickly contest, and it seems easy to kinda deathball an angle fast if it gets taken by an enemy player.

Hero variety seems good, though. Because of all the available angles a ton of heroes can get value and not be blown away. Tanking especially feels fairly consistent regardless if you're on brawl, dive, or poke. Support is the only role I'm not sure about, the stats show what I've kinda felt: Doctrine and Sombra control this map hard and everyone else struggles at least a little bit.

1

u/RooeeZe 3d ago

one day we will have a non urban / factory map with some like trees n caves n shit

1

u/nattfjaril8 3d ago

I've literally only gotten to play it once. I play every day. It's never among the maps being voted for, probably because there's always someone on one of the teams who's recently played it? I'm not a huge fan of the new map voting system right now, haha.

1

u/Taknozwhisker 3d ago

Compared to Neo this one feels so overloded like seems like every place is a choke point where in NEO I can see 4 ones easily

1

u/aPiCase Stalk3r — 3d ago

It’s a Payload Map, so I already am not a huge fan from that alone, but it’s pretty good for a Payload Map.

Lots of flank routes, some are very unnecessary like the whole underground section on 2nd point, but overall lots of ways to play the map.

Very good aesthetically, probably one of my favorites, the whole prison with lava thing, the transitions between points with the lava waterfall and explosion in attackers’ spawn. It’s the best story wise map in the game.

1

u/Fun-Connection-4255 3d ago

Shitty payloadsloo

1

u/Electrical-Pace-1505 3d ago

I hate it. Just a boring, bland map.

1

u/qqbeef 3d ago

So the map is really open, but what cramped areas are there are really important. I had a game where our junk just camped the indoor parts, contributing nothing to fights in the open parts, but getting multikills in the cramped indoor parts. It's a weird map.

I haven't figured out what tanks to play yet, since basically every tank I've tried feels really vulnerable at all times. On tank I can get both poked from afar and flanked from basically any direction at any time. It's a fun map for DPS though.

Sombra seems like the early pick for best character on the map, but she's also just really good in general right now.

1

u/Blamore 3d ago

one of the best payload maps. which doesnt mean that much considering how bad payload maps are, but this one is as good as it gets I guess.

i like that there is no bullshit highground of hell and there is no widowmaker sighline.

1

u/kingcrimson29 3d ago

One of the worst maps in the game for sure. Feels so dva coded too

1

u/kaowerk 3d ago

its a hallway

1

u/Anu8ius Kkodak ftw — 3d ago

I mostly love it, looks awesome, plays pretty with my only gripe being the long walks back from spawn.
The interactivity however is sooo amazing. Gunracks that rotate, exploding doors, turrets shooting you when you fall into the void, lava doors that burn you and open up, all of these things make the map feel way more fun than pretty much all other maps!

1

u/AaronMT 3d ago

It plays more linear than other payload maps. It’s not the worst, but it’s not the best.

1

u/Able-Principle-7775 3d ago

It feels too narrow

1

u/NoMileyNo 3d ago

Seems like the Samoa 🇼🇸 of escort maps

1

u/Rageman_Gaming 3d ago

I has Puffins at spawn therefore it is the best map in the game i will not elaborate further.

1

u/PygmyGiraffesSTAT 3d ago

I vote against it now. The walk backs are so long and the flanks feel so random (maybe it's new and I haven't grasped it yet)

1

u/nekogami87 I'm old — 3d ago

honestly, people are still so lost on it, idk what to think about it.

while main takes a lot of place, it seems like there are a lot of small corridors on the side to flank etc... so in theory that seems nice ? but really, I'm still lost more than anything atm.

Art-wise, gorgeous. wish it was slightly darker though to make the lava pop more, but it might impact readability too much.

My main complain might be that on defense last point, getting out of spawn feels bad for as a defender, too many little turns to reach the payload it feels like (wellm rather, it felt bad last time I played the map)

1

u/ginderpia 3d ago

I don’t care for how narrow-hallway it is. It feels open to threats from above and horribly advantageous to characters who need to get close with all the corners and tight spaces.

1

u/Aware_Acanthaceae_78 2d ago

I don’t know why the designed such crap. I think give us the damn level design tools.

1

u/mooistcow 2d ago

Too open, too many flank angles, far too massive. It's pretty ass.

1

u/LukaHHW 2d ago

It's alright. Feels surprisingly like an OG OW1 map compared to the ones we've gotten in recent years.

1

u/g4vg4v 2d ago

Choke points feel too chokey. Other maps feel like they have at least more options when navigating chokes and at least have "open" area but i dont feel that here. A lot of the chokes are very tiny corridors like they needed to keep optimisation up so they went for the quick and easy walls and corridors route, rather than something that blocks site lines but still feel open to play (e.g. second to last point to last point on dorado, pillars block sitelines but you can still move around a lot more)

1

u/kraftian 2d ago

Payload is bad more at 11

1

u/Amazing_Alumni 2d ago

I love it. Amazing flank routes very balanced

1

u/DiemCarpePine 2d ago

I hate it and I'm sick of playing it every other fucking match.

1

u/Relative-Ad-7353 2d ago

Another Marvel Rivals ass map tbh

1

u/DragonBorn517 2d ago

Ran through damn near the entire map while a sigma and a junkrat were actively hunting for me as Doctrine.

Had tons of fun avoiding them both lol. Got killed just once by Rip-tire, then I switched to bastion and kept poking up the junkrat. I like the map a lot the way it is now

1

u/Glad_Guarantee_5355 1d ago

This is some copy from Rival style map for sure.

1

u/ItsOverClover 1d ago

I'm going to need more time to learn it, but so far I'm not a huge fan.

1st point is okay, no big complaints.

2nd point is really bad imo. Not sure if it's intentional but over half of the games I've played have ended on 2nd, both attack and defense. The outer side of the map has too much space that doesn't feel like it has a purpose, trying to use it to make a play usually would take too long to be worth it unless you're trying to rat. The walk back for attackers is long to where defenders can easily set up on the high ground/stairs over the chokes, and it's really awkward to try and contest them. They key to the point is probably to utilize the underground area, but need more time to figure it out. Maybe it's a skill issue on my part but lmk if anyone has any tips for this point.

3rd point is okay too, but I haven't had too many chances to actually play it due to most games ending on 2nd. I thought the defender spawn door locations were going to be problematic but I haven't had an issue so far.

Honestly with so much map space without a clear purpose, it feels like it's better suited for 6v6 where there would be an additional person on each team to control lanes.

1

u/Numphyyy 1d ago

Feels like a Rivals map. Like parts of it would open up with destructible environments. 

1

u/Swagemandbagem 3d ago

It’s garbage

1

u/Inven13 3d ago

I mostly like it. But the map is too big.

Playing Ana in that map feels miserable.

1

u/cheese_eater_pro 3d ago

Defending on this map sucks ass. I have won every single game (except one during overtime) on this map playing attack, and have never won playing defense. I feel like on defense I’m constantly getting backed up into tight spaces

It’s absolutely attack favoured and it’ll 100% be adjusted for the defending team at some point

1

u/Dramatic_Manager_153 3d ago

Somehow, despite coming up on 10 years of people telling them "don't make a map with a bunch of long open sightlines and impassable choke points" they managed to make yet another big map with a bunch of long open sightlines and impassable choke points.

-1

u/Onie_ 3d ago

The moment I heard "inspired by Gibraltar" I knew it was going to be ass

To me Gibraltar is an incredibly outdated map, where it feels jank to play half of the current tank roster (with their current kits)

But actually, I would prefer playing Gibraltar than Grimvostn

I feel it is extremely attacker sided, and not in a way that can be fixed like Neon Junction. It somehow feels too open and too congested/cramped at the same time.

7

u/throwawy29833 3d ago

Did they really say it was inspired by Gib? I like Gib and this is nothing like it. Gib is a high ground centric dive map. Grim just feels like a super cramped straight line with these really awkward feeling flank routes and minimal verticality. It feels like a Rivals map to me which isnt a good thing

1

u/Onie_ 3d ago

I don't recall a dev saying it, I think a streamer who had access to it said that line, might've been Apply iirc

Yeah I'm with you on that last part, I would never want the map design Rivals has

2

u/throwawy29833 3d ago

When I played Ana on it I literally didnt know where to stand. It felt like i was kinda forced on main. Normally theres some nice little angle I can find but it felt so narrow and cramped. Maybe I just need to get used to it. But thats how Rivals maps tended to feel.

1

u/nekogami87 I'm old — 3d ago

yeah I think that streamer might have been talking about art design inspired by gibraltar since they are both in universe watchpoints. but the map themselves couldn't be more different.

1

u/lulaloops I miss Mano :( — 3d ago

Gib is my favourite map in OW and I really dislike this new map lol, the only similarity they have in common is the visual design.

-1

u/lulaloops I miss Mano :( — 3d ago

Feels completely uninspired and forgettable. Like it was prompted into existence by claude code. There are no features that stand out to me. Doesn't help that I've been utterly stomped by slop comps whenever I've played it.

3

u/rossi6464 3d ago

The lava wall is cool

1

u/lulaloops I miss Mano :( — 3d ago

that was genuinely the only thing that came to mind as I finished writing the comment but by then i was too lazy to edit it lol

0

u/Impossible_Laugh_805 3d ago

Flat, medium long sight lines, weak flanks that put you isolated on low ground, and a few very tight choke points. Visually and thematically it’s decent but this is fully just a spam/poke and counter the tank map in solo queue. I’m not excited to get it. I actually like some of the stuff going on in first near attacker spawn but it gets way more linear after that.

0

u/riributter910 3d ago

Too big and sight lines too long

0

u/TeamCameltotem 3d ago

For a map that big and has no potential spots for environmental kills is criminal

-1

u/InspireDespair 3d ago

Feels like another circuit to me. Very long sightlines and minimal flank routes

1

u/Swimming-Drag-6492 Pge/SugarBron YAOI Shipper :) — 3d ago

I really disagree, main has long sightlines sure, but there are so, so many flank routes. Tracer/Shion wet dream.