You were with us during the test so you mostly see how the match go.
- Beginning of the map is a call for spawnkill, since the three main exit of blue are to close from each other and right in front of an area that is pro defenses, with the height advantage. Putting door may be a solution
- The refill is too far into blue spawnto be usefull and it can be target thru outside
- First point need more access or at least an easiest acces than the crates
- Second point is more interesting and need less work
- Since defenses push back blue to their spawn 2 times in a row after scramble show that once the red took back the height position it's back to first state with a major problem, intel is now harder than ever to get since it's on point 1.
- need much more cover shortcut from cap1 to cap2.
- you need to protect spawn exit to be all vulnerable from the same sniper point, i'm sure detailling will help cut those line but for now with 1-2 good sniper it will be pretty hard.
- Got a lot of people who got the feeling that the map is too large, too many exit leading to too many possible way, that are cutting team, TF2 is a game of large battle, it's much more interesting with large numbers of people fighting together than isolated 1v1 or 2v2.
- Distance thru point is good, compare to other ctf, where scout jump three time and even with a good defense manage to score.
- As always or colorblinds admin just told me there's too many red
.
- Most reaction is that second point is much more interesting because there is large fight for it.
I'll work on the heatmaps.