I feel that currently various map locations are not actually well explained to new players, especially if there's a lack of guidance (i.e. you die and can only talk/ping but they might not get it). NOTD is a big map and it is not very easy to learn for new players who easily get lost and split from team. While Military Base, Airlock and Apollo and terms thrown about and marked initially, it will not be overly apparent to newbies exactly where the locations are. The benefit of the start for example is that the map is small and they are funelled into the Mining Site, which also has a buzz of activity. Once the map enlarges, some may get lost on way to Military Base, especially if they hold out at Mining Site for a while. That is relatively rare and tends to happen only if several run off in the wrong direction and others follow them as they have no idea where to go themselves. During Military Base very few actually pick up the various items there. Medkits are commonly picked up as they animate, weapons almost never. You usually see all the flamethrowers and snipers still lying about. There needs to be some guidance on what an item chest is and how to use the inventory properly, ideally in pictures or by blinking animations. After Military Base, people sometimes manage to find the way up to the Tart gate, but some hang around Military Base as they are not explicitly told where to go next and why. There is only a mention of "unlocking gates" but the gate is actually invisible. It also doesn't help that the ambient message is "Now is a good time to recon and find items" which tells people to run away from the gate and into the wide map rather than stay around for boss. For Tartarus, there really needs to be a message to tell people to avoid getting hit. It may be obvious to vets, but getting hit by a 55 dmg boss is not exactly healthy. It can be learnt the hard way but there must be a message telling people to avoid hits in the first place. Once inside the Airlock (most manage it, but you'd be surprised how many have no clue to step on the 2 hexes and enter Airlock), they tend to either fall en masse to waves due to face tanking or manage to get up high ground rather randomly. It happens quite often that newbies will also see the 2 Delta-1 hexes and step on them during the waves which causes quite a bit of carnage so it may be a good idea to disable them till after waves (give some feedback message saying "we should try this later") for Recruit mode only. If they manage to escort civs, they usually get very lost right afterwards, especially if it took them a while to start civs in the first place, as they Airlock Egg marker disappears quite quickly. Ideally that area should be permanently lit until triggers after initial waves. Newbies at the civ truck generally have no idea where/what the airlock is even though they've just been there (due to mass action distracting them) and then either camp the truck and remain confused or randomly wander off into the wide world and get eaten by a zombie. If they somehow find eggs, as it requires everyone to be close, they might wonder what's happening and wander off again or leave the game. There needs to be a message constantly telling players to get to eggs if 1 or 2 are at eggs already and it should be apparent for them how to get there. Erebos is generally fine now, however the message saying "It doesn't look heavily armored, our snipers and flamethrowers will take it down" is misleading. Yes it is classed as Light, but to say it isn't heavily armored makes people think "oh i'm gonna use my gauss rifle" without knowing it has 13 armor, next highest outside of Queen. Furthermore, since snipers was renamed to marksman rifle, this probably should be adjusted too to avoid confusion. Post eggs, they generally scurry about the airlock and don't necessarily know to get up the high ground without guidance. Maybe mark nearby high ground as suggestions for hold outs. If they survive waves, there should be a dialogue (global, not overhead) along the lines of: Marine 1: Do you think that thing will come back? Marine 2: I don't know, but we should get ready - stay together Marine 3: Let's equip our flamethrowers and marksman rifles again just in case Marine 1: Good idea. You'd be surprised how many people forget by Ere2 that they need to use flamer and sniper as they've been using gauss rifles for the waves just now, much to their doom when they meet Erebos again. Apollo. Again, no real hints as to what/where Apollo really is outside of the cutscene. Apollo is also the name of the entire location in the first place to add to the confusion. There's also nothing saying "get to lab" eventually. For domes, there needs to be weapon suggestions for the various domes, again via dialogue or Bergmann instructing players. After Apollo and D is down, there needs to be something telling players to get out of the lab or ideally seek some sort of high ground. Bergmann disappearing leaves a newbie team completely in the dark with no guidance whatsoever. There's also no hints for taking Thermals or Road Flares and that Black Ops are cloaked. As for Queen, it is OK that there is not much guidance (except maybe mention laser rifles are good vs it) as it if the final boss. A lot of what I ssaid may be considered hand holding and the like, however if you want to attract and retain players, that is what you need to do in Recruit mode. I've watched many games where I died stupidly to see how much new players actually could adjust to the map and find their way around, and it is actually a very sad story. Vets might object to the extra text in Recruit Mode, bit it is their choice to play it and the guidance should be there for when there are no vets or no vets who want to guide players.