I was able to play this in a custom lobby last night and wanted to give you my feedback on it.I'll start off by saying this was pretty fun to play! I like how it mimics the campaign level and how you actually have to move through out the map as if you were playing it (my team was able to open the final door literally at the last second lol). A very interesting idea and fun to playNow on to how I think you can improve the map and gametype:1. Spawn weapons - I don't think players should be spawning with BRs. There are two reasons to this: 1: Precision weapons make it hard to engage enemies and encourage spawn killing. 2: It doesn't make sense for the "Covenant" to spawn with BRs, especially since they get Covenant weapons in there spawn room. I would just make the starting weapon an AR only, or something simple like that, and add BRs, DMRs, Carbines, or whatever to the spawn room.2. Add more weapons to the spawn rooms - I like how you had UNSC and Covenant weapons for each team, but they seemed limited for the most part. I played as the attackers and it seemed like the only weapon available was the CE Magnum which, while fun to use, got stale and seemed OP. Towards the end I saw Rockets and a Shotgun, but I didn't notice them earlier on. I'm not sure if I was just missing them or if they actually weren't there, but I would change it if that's the case. I also liked how UNSC got overshields and Covenant got camo. It was a nice touch and made things interesting3. Map boundaries - I would add more invisible blocks or kill barriers on parts of your map. I was able to get into the cliffs and sneak around the enemy, which I don't think I should have been doing. This should be an easy fix.4. Add more teleporter receivers- It seemed like for each checkpoint players would only come out of one receiver, which meant there was a lot of spawn killing since you knew where the enemy would spawn. I would add 1 or 2 more receivers for players to spawn at.5. Make the switches/barriers more obvious - The first switch and barrier were kind of confusing. We weren't sure what we were supposed to do at first and weren't sure how to advance on. After we figured out the first switch we got the hang of it, but I would try to make it a little more obvious on what you need to do. Maybe add a blinking light or something.6. Fix the scoring for strongholds - We used your gametype for your map, but the scoring went to 150 and we didn't get any points for capturing the stronghold. You should change it to 1 point to win, 1 stronghold to capture points, one second capture time, 1 second scoring interval.I think that's it. I know you said you were having issues with the physics budget, but I'm sure you could go back and edit the map a bit to fix things up and simplify things, while other issues can be easily solved just by changing settings. I think you did an amazing job on this and I think making these changes would make it even better! Let me know what you think of the feedback and if you need me to explain anything into more detail or if you need help with anything else