On release, Marvel Rivals had seven maps; now, with Season 1, there are three more on the way, with Midtown already playable. While having so much choice in the map pool this early on isn't a bad thing, some players are finding fault in the quality of the choice available.
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Marvel Rivals review: Hero shooter report
«Does Odin's Archive feel suffocating, or is it just me?» A player asks. Yes, yes, it does. Odin's Archive is probably my least favourite map so far; it's crammed, has hardly any viable line of sight, and the falling terrain has messed me up more than once.
Odin's Archive has two levels to it. There's a top balcony area where long-range heroes can perch and fire projectiles down onto the players below on the ground floor, which is where the actual point is. Unless you have any mobility abilities, the only way you get from the bottom point up top is either by using a jump pad or taking the long way up the stairs. This means if someone else takes Rocket Raccoon, who has the ability to fly briefly using his jetpack, I'm stuck dealing with my worst enemy, the jump pads.
These jump pads are pretty finicky to use at the best of times. However, as the top layer of the map can also be temporarily destroyed, it can sometimes be even harder trying to land at the top of the map. The jump pad also happens to be next to one of the best bits of cover on the map, which still has a sort of line-of-sight to most of the major fights, which means that I find myself accidentally shot up into the sky about seven times a match when I accidentally back up on to it.
But I'm just happy to know that I'm not the only one who thinks Odin's Archive is pretty annoying. «It’s literally by far my least favorite map, and I think it’s the worst in the game,» another player adds. «It’s an extremely
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