About map-urbanwar, I don't understand the point of having teleporters in the map from a thematic point of view. This is supposed to take place in an urban setting, which is likely a civilian area. Why would buildings have teleporters in that regard? So far I've seen some of these edits as acceptable ideas from a gameplay perspective, except these ideas don't entirely focus of making sure it made sense with the map concept. Flowers and plants on a roof at least made some sense considering gardens on the roof of buildings are a thing, even today. I personally thought it was a neat little detail that was in contrast with the "dystopian" look of the map.
Now onto the OICW issues itself. I noticed that the CS-RCs don't penetrate
these blocks on the map, even if you stand by them and try to shoot through them. The OICWs shoot through them like paper, which renders them useless in terms of protection. It's essentially almost the same as not having those blocks there in the first place. What's worse is that you can penetrate them from a
distance, meaning you can likely spam OICWs across lanes from a certain range without needing to get close. With the CS-RC, you at least couldn't do this. For reference, I managed to kill someone while standing right
here with the OICW. This is barely near the center of the map; in fact, it's just right outside the red team spawn.
As for the spamming part in general, I'm not sure if anyone read my post back on the realwar debacle as to why OICWs aren't a good choice for trying to fix spamming. They're naturally more accurate than the CS-RC, even if you spam them, which just ironically gives more reason to spam them. The PHANX is accurate too, but it's slower and it can't penetrate through the walls that the OICW easily can. Being a burst weapon, the OICW can deal more DPS than the PHANX over time. It doesn't help that due to the burst firing mode, the OICW can technically fire off three shots quicker than a PHANX. This is where the increased damage in comparison comes from. OICWs don't belong in this map, simply because they're just too powerful damage wise and especially due to their penetration power, and having them in the map is a bad choice.
For the PHANX, I don't think it's that bad of a choice honestly. Thematically it fits in, and it's not absurdly powerful like the OICW either. It's one of the most accurate automatic weapons in the game but against 150 HP opponents, it does mediocre damage when you land just regular body shots. My own tests showed it only takes about 4-5 shots to kill someone with 150 HP, which isn't that bad for a fast paced game. It's only really powerful with headshots, but this is just a game mechanic, and there's no issue with headshots being more lethal. I'd argue headshots are more of a feat of skill; getting these quick 2-3 shot kills is just the pay-off for doing so.
I spent time evaluating the damage potential of each rifle that fits with the theme of urbanwar, as well as determining the fact as to whether they render the thin blocks of cover useless like the OICW or not. The point is to simply choose the best option out of the list to replace both the CS-RC (if necessary) and the OICW with (which is very necessary).
PHANX
Bodyshots required: 4-5 shots
Headshots required: 2-3 shots
Accuracy: High (has a low and fixed amount of bloom)
Spamming viability: Viable, due to high accuracy
Penetrates through cover: No
Is this weapon a good choice overall? Yes. High accuracy may lead to spamming but I think its damage values even the weapon out.
CS-RC
Bodyshots required: 5-7 shots
Headshots required: 4-5 shots
Accuracy: High to moderate (reticule bloom increases to a high amount over time)
Spamming viability: Viable for only a limited amount of time (due to weapon bloom)
Penetrates through cover: No
Is this weapon a good choice overall? Yes, but the potential to spam may be a problem.
AV-135
Bodyshots required: 5-7 shots
Headshots required: 3-4 shots
Accuracy: High to slightly low (bloom works similar to CS-RC but increases at a quicker rate)
Spamming viability: Not so viable, due to a quicker bloom increase rate
Penetrates through cover: No
Is this weapon a good choice overall? Yes. It's a similar option to the CS-RC specs wise but solves some issues like spamming better.
CR-45
Bodyshots required: 3-5 shots
Headshots required: 3 shots
Accuracy: High (has a low and fixed amount of bloom)
Spamming viability: Viable, due to high accuracy and decent RoF
Penetrates through cover: Yes
Is this weapon a good choice overall? No. It's essentially a mix of the PHANX and OICW's major strengths.
LMG-01m
Bodyshots required: At least 6 shots
Headshots required: At least 3 shots
Accuracy: High to slightly low (reticule bloom increases greatly really quickly over time)
Spamming viability: Not viable, due to the quick bloom increase rate
Penetrates through cover: Yes
Is this weapon a good choice overall? No. It's a very bad fit for a map like urbanwar and would dominate the map entirely.
CP-Assault Rifle
Bodyshots required: About 6-8 shots
Headshots required: At least 5 shots
Accuracy: Very high (very fast bloom recovery rate so the next shot is always just as accurate as the last)
Spamming viability: Yes, due to high accuracy and fast fire rate.
Penetrates through cover: No
Is this weapon a good choice overall? Not really. Damage wise it's not that great of a gun, but the accuracy and fast fire rate will encourage players to spam this rifle across longer distances. The reticule bloom is essentially the same with every shot, even if the crosshair does expand to prove otherwise. It's all for show, really.
Keep in mind these are findings I found in my own tests so don't assume these values to be 100% correct. Take them with a grain of salt. From what I've found, the best options I'd personally vouch for are the PHANX and the AV-135. The others I've listed as a good choice aren't as good of a choice as these two weapons personally, but they're worth giving a shot in my opinion, no pun intended.
I can't say anything about the slight architectural changes on map-urbanwar. I'd say look into changing the weapons only on the original version and see how the map performs, then if that doesn't work out too well, we can afterwards assess the weapons on map-urbanwar if weapons really aren't the sole problem with the map and see how that goes.