>>317750610
The 360 degree awareness is pretty horrendous on deathmatch maps, especially in Contractors with the low TTK. There was one we played 2 weeks ago that not only had enemies spawning in adjacent rooms, but also had a lot of verticality so most of my deaths were just spawning and dying immediately to enemies I had no chance of seeing; the score essentially came down to who spawned in a direction the enemy isn't facing.

I think a slower paced game like Red Orchestra could work too. Their maps are generally very linear with two fronts, so you're not constantly getting flanked or attacked from behind. Even on desktop, it had specially visibility aids, like enlarged enemies and faction specific animations, to make long ranges more bearable. The same could be done in VR.