Wonderfully made level with clear inspiration taken from older TF games. I always appreciate creative and experimental maps, and HAARP crams plenty of ideas into 3 tightly packed stages. This classic style of emphasized chokepoint control I find plays well with the CTF captures being instant, only able to be blocked by standing on the capture zone.
While each point is fairly small, every class can find a role and combat range to engage in. I like that each stage opens routes for BLU to take after capturing a point, and how smart RED players need to watch their HUD for the intel’s movements. I enjoyed using that to plan ambushes or rotate to support defending a choke.
My favorite section has been stage 3 final with the long hallway BLU has to overcome. Rigorous coordination and teamwork is the backbone of the series, and this point nails that feeling of tactical positioning and coordination with your team to succeed.
I like plenty of details from seeing stage 1 to 2 with a clever 3D skybox, the multiple signs and models about HAARP, and the rare heavy spytech theme in late stage 2/3 which was sparsely seen barring Junction, 2Fort, and Hydro.
Overall, I greatly enjoyed playing HAARP and the Attack/Defense CTF mode. I was excited seeing it officially added over a decade later, it took a while to get some recognition, but it’s better late than never. It’s my #1 of the update maps for sure, and I hope its inclusion encourages more CTF maps like it.