I still have quite a few questions about Chiv 2, and these GIFs are our only primary source, so I went frame by frame to gleam any information I could. Here are my findings:
The first question is what kind of map it is.
I’m guessing that it’s a team v team symmetrical map (TDM and LTS). In the image below, there’s a clear axis down the middle of the map with the two wooden structures on either side. I’m hesitantly assuming those structures are the Agatha and Mason spawns because of all the blue on the left one and the orange-brown colouring on the right one. The issue with this is that there’s actually blue flags on the right structure as well, which would be strange for a Mason spawn. It could be possible that the entire area is an Agatha-controlled arena of some sort (see the Agatha Lion emblem in the middle), but then that raises the question of why there are Masons there in the first place?
You might notice that it isn’t perfectly symmetrical. There are some low stairs directly in front of the large door on the left. There’s also a block that’s partially covering the door on the right, which isn’t present on the left side. However, as we saw with Mirage, TB considers maps symmetrical as long as the objective is the same for both sides.
Secondly, consider the wooden barrier in the middle:
It’s a wooden fence that’s about as tall as that Mason MAA. This reminded me of a jousting field, which contain a similarly proportioned fence. We already know that horses and getting pushed down are mechanics, so combine those together and suddenly jousting is a gamemode. There’s no real evidence for this one; it’s just a thought. ¯\_(ツ)_/¯
It would support my idea that this map is a tournament arena, and it might give a clue of how TB is desiging maps for horses.
Thirdly, moving on to the real question: Is Chiv 2 going to have protected spawns?
I’ve looked for anything that looks like an obvious drop-down in the trailer, but I couldn’t find anything. This is either really bad news, that there are no protected spawns, or really good news, that the spawns are hidden and baked into the sides of maps. I’m likely not going to get any comfort about this until 2020 when I can actually get my hands on Chiv 2, but I’ll continue searching for them until that point.
Like I said earlier, this structure looks very spawn-y to me, and it does have quite a bit of verticality. There could be a drop down somewhere on the second floor. The fact that nothing appears to be blocking those stairs leads me to believe that the entire structure is accessible. The end of those stairs being covered by that wooden wall would make for a very Chivalry-esque spawn exit. Just saying.
Speaking of potential spawn exits, check out this doorway:
There doesn’t appear to be anything blocking access to it. Could it be another spawn exit, with a dropdown inside, or another entrance point to the structure? This is assuming it isn’t just a dead-end. There’s nothing I could see above it that would indicate a way to get into the hallway below, so maybe the structure is deeper than it appears.
Lastly, (at least lastly on the topic of spawns) there’s another staircase that leads to the ground on the opposite side.
This means that this map is actually symmetrical in all four quarters. Neat. Anyway, we all know how much TB loves that symmetry in their spawn exits; it’s all too poetic for me to see that structure as anything else.
The next section is looking at some of the weapons. There’s no real analysis here, just grabbing the right frames to make the weapons visible:
The Agatha knight is holding a longsword, which we also saw in the trailer.
The Mason knight is holding what I assume to be Chiv 2’s version of the messer, going by its curved blade and hilt.
In the back, this vanguard is holding a polehammer.
This sword has the same hilt and size as the claymore from Chiv, which means both it and the greatsword are confirmed. (We saw the greatsword pretty visibly in the trailer. There still hasn’t been any sighting of the zwei yet. Gulp.)
Now, for the problem:
The shield disappearing upon death has been pretty glaring in Chiv 1. It’s not like shields are small and easy to miss. I’m kind of disappointed it’s making a return in Chiv 2. Is it just a limitation of the Unreal engine, like voicelines being client-side? I hope this is something that will be polished up later. But hey, at least the head came off on the right frame, right?
Lastly, something else I noticed:
That chain texture is looking a bit too familiar. This isn’t really a problem though. Why fix what isn’t broke. That being said, it is looking pretty pixelated and polygon-y (at least, when blown up from a tiny GIF). The texture on the Agathian arbiter actually looks better to me, but that might just be the lighting.
Also, can I just say, making a long post on the Chiv forums again is a real treat. It’s so much nicer to write with the real time preview and actually being able to embed images. Reddit needs to step up its game smh.