A creative Steel-like map with a daring use of team-confusing orange to paint the RED base with. It didn't work out for me, but at least we have a good example why messing with that color formula can be harmful. I think 'average' really suits this map because there are a lot of issues that ruin the experience.

There are good points to this map! I like defending A/E with various strategies for both teams to take. Unfortunately it falls apart past there with dim, overscaled zones or boring combat areas. The tonemap exposure was not made right and can be blinding in areas, especially at the interior/exterior transitions. And overall, the snowy landscape looks primitive and lifeless with few props.

Scourge looks promising at a glance and at the match start, and it quickly falls apart for me where half of the map can be a slog to move through or just boring to fight in. I gotta give credit for daring to try a different mode and a bold choice of orange to stand out from the crowd. It just feels half-finished, and I'd love to see where this idea could improve further.
Rushed into beta, B4 is almost identical to A1 and it got there by ignoring feedback. All of the points have issues, they've been feedbacked a lot, I can't tell you any new information.
This has the potential to be fun.

I'm honestly not sure why this was Featured, at least not yet.
I like maps that take inspiration from CP_Steel, and I think this a pretty solid map. I was a bit confused where to go at places with all the changes with each point, I think there might be a bit too many changes for each point capped. Compare to Steel, capping a point would usually grant one or two major changes, here I feel lots of corridors are opening and shutting, causing confusion. The final point is too hard to see, it's not obvious where it is as I went past it several times without knowing where D was. It has lots of potential though, but in this state feels a bit like a labyrinth.