The map is
small.
There's almost no time to react to an assault, especially if most of your team dies trying to grab the intel. 12 vs 12 would just be madness if 8 vs 8 was any hint of whats to come in a full server.
Our team totally steam rolled today, something like 17 - 2. The small size means any team that dominates is going to have total map control.
It's not obvious where the intel is supposed to go, i kept running it into that building next to the truck with the spytech table similar to 2fort.
It would have been interesting to see how engineers performed, but stangely enough, despite the fact that latter half of the game resulted in spawn camping, i don't think there were any.
There needs to be a buffer between no-mans land with the intel, and the capture area, because right now it's just 2 short corners unless you choose to go through the building by their spawn exit. Also, make the capture area more obvious. hazard strips on the floor is not enough, especially when players are assaulting from the low ground and the fact the cap zone is so small.
So:
- capture area needs to be more obvious (Signs).
- move spawn back from high traffic areas to reduce capacity for spawn camping. If the objective is closer, players will prioritise the objective.
- probably change that spytech room with the spytech table around so it's less spytechy, as it looks like the cap area.
- Provide a buffer between no-mans land and the cap area. captures are less likely to be ninja caps and provide time for a team to react to assaults. Not to mention give spawning players the chance to intercept.