Hey devs! I completely missed every poll, so I decided that I'll leave some feedback in each category to make up for it, and to thank you for letting me play your game as an alpha tester. So, with no further ado, lets talk about maps.
The maps were actually very well thought out. I originally disliked Overwatch because of how tedious and confusing it was to get to A, but I grew to appreciate it as I became more experienced in the game, as it not only served as a great vantage point for team coordinating and feat support (such as Long Bow or Arrow Volley into the battlefield below). There are only a few things I can suggest when it comes to maps:
1) Non-fatal falls: There are definitely some falls that should flat out kill you, and those should be left in the game as is, but it'd be really cool if there were some ledges where falling off results in a fair amount of damage, but not necessarily death. If it took 3 life bars and completely drained the victim's stamina, that'd be pretty cool, and still very rewarding. One of the problems with fatal falls is that players (or at least, honorable players) feel bad about using them. Now, it's definitely rewarding to push someone off mid-battle after noticing they positioned themselves wrong, but a much more common occurrence is players focusing on nothing but the "ring-out". With semi-fatal falls, a kill is earned, because the opponent had to be weakened first. Kills aside, it also allows for great team play, as fights can be initiated with one opponent, then pushed off and finished with a different team member (or of course, followed up with a falling attack from the initial pusher).
2) Push interactions: You guys made a FANTASTIC choice making a push into a wall stun the opponent for longer. I also really enjoyed the occasional flames that could be used to get some damage over time applied to a careless opponent. I'd say, if anything, more of these kinds of interactions would improve the maps. I like how the camera tilts when you lock on to someone on a staircase, but i'm sure you guys could make fighting from the high ground (or low ground) mean more to the fight than just a camera angle. Same goes for mud and snow. Nothing to drastic, of course, but it would add another layer to combat by making positioning of you body nearly as important as positioning of your weapon. (Also, more flame-like interactables would be nice. Doesn't have to be fire, of course).
3) Space restrictions: I'm not sure if this was a bug or not, but there were times when my blade should have crashed into a wall, but instead I slashed through the wall and still hit my opponent. Maybe it makes balancing too difficult, but I think it'd be cool if space restricted certain attacks like it does certain movements. If i'm in a tight hallway, I shouldn't be able to do a giant horizontal sweep. Honestly though, it's not too big of a deal. The fights were fantastic, and adding space restrictions is not a must. Not even close. It's just a little bit of feedback, placed at the bottom of the list on purpose.
Again, thanks for letting me in the Alpha and reading what I have to say about your fantastic, fantastic game. Here's to hoping you ask me back for any other testing periods!