The predominate feeling with this map is that the layout is far too complicated and unintuitive. Let's take a look at some examples.
When you spawn, you spawn facing the intel room which is fine but taking either exit leads you
away from it when players will assume that at least one of the exits will lead straight ahead. [
1]
This area lacks ANY flow. [
3] It is essentially a room with several props placed seemingly randomnly into the room creating a sort-of mini maze making it difficult to navigate and to see where enemies go once they take cover. Take the following examples which show the view that players are presented with upon entering the room. [
4] [
5]
Neither indicate where the player has to go because of the mass of props in the middle blocking visibility to the exit out of the base. This is completely unintuitive! Look at Doublecross for instance. [
DC 1] [
DC 2] You walk into the room and signs are immediately visible telling you where to go. Doublecross also has obstacles in the middle of routes but they are placed in such a manner that navigating around them is simple. [
DC 3]
This section is quite odd. [
6] What's up with the open ledge? If an enemy is on the top floor within the main lobby and they see you taking the low path (that leads to the door in the bottom-right hand corner of this screenshot) then all they have to do is walk back through the exit on the far left and jump down on the person making that route useless.
These doors are a god-send for snipers. You simply stand in a spot, wait for one of the doors to open then snipe their heads off. In the time it takes for the door to open and for the enemy to realise you're there, it's too late and they're on their back. I suggest you completely remove the dynamic door and move the door frame to the side at a right-angle like so. [
7] Then change the following in the main lobby. [
8]
And, finally, get rid of the team-specific arrows. They're not placed correctly. BLU arrows in BLU base should lead BLU out of their base and for the RED team it's the same deal. Oh, you need some gameplay signs as well. Otherwise it's a matter of chance that people will stumble upon the intel room instead of following labelled signs clearly indicating where everything is.