So i have played this quite a few times by now and i have to say i really enjoy the last two points and the areas around them, sadly a lot of times it feels like i never actually get to that part of the map because of many issues on the first two points of the map.
Big problem with both points are that they are very hard to cap (Second point more than first really) and once you have capped them, pushing onwards from the said area is also very hard.
(Last two images shamelessly stolen from Fr0Z3n and TeaTime)
While first point is not that hard to cap, pushing through it and playing offense on it is hell. First of all the whole area front of the blue spawn, is very flat. Sure there is some height difference, but it is mostly so small it doesn't even feel like it matters in the end. A lot of the times combat around this part of the map doesn't feel very exciting or interesting. In fact, most of the time first big clash occurs much further along, around the tall platform. Nobody seems to actually want to fight in there.
But there is a bigger issue with this point, which is pretty obvious from the screenshots above. Sightlines, absurd amount of long sightlines which defensive snipers can use very safely. I wouldn't usually mind long sightlines if there was way to avoid them, but every single route offense has to approach the first point is exposed to these sightlines.
Playing medic on this point is almost rage inducing as you are more likely to die to snipers than reach the point. All these sightlines also mean that there is no way defence won't know who is coming from where, just from the tall platform alone you can see all three ways to approach the point.
Second point is where things get really unfun for offense and this point always feels like a brick wall.
Big issue with this point is, that there is not a single route to it that doesn't go through the room front of the first point. If red manages to get hold of the room, it is really tough to even get to the area where second point is. Things get worse if any engineers were smart and set up sentries on the windows overlooking the point.
Now if you managed to get hold of the big room, you still have all the routes to the second point well covered. Sure, it is not impossible to kill sentry spot but is another obstacle offense has to deal with to even get close to the second point.
Now even if you manage to eventually cap the second point, if red has set up under the platform and has teleporters nearby, there is good chance offense doesn't even get the cart out of the area despite capping the point.
This is not that big of a deal though as it happens on rare occasions, but i felt like it is something you should still look into.
Big problem with both points are that they are very hard to cap (Second point more than first really) and once you have capped them, pushing onwards from the said area is also very hard.
(Last two images shamelessly stolen from Fr0Z3n and TeaTime)
While first point is not that hard to cap, pushing through it and playing offense on it is hell. First of all the whole area front of the blue spawn, is very flat. Sure there is some height difference, but it is mostly so small it doesn't even feel like it matters in the end. A lot of the times combat around this part of the map doesn't feel very exciting or interesting. In fact, most of the time first big clash occurs much further along, around the tall platform. Nobody seems to actually want to fight in there.
But there is a bigger issue with this point, which is pretty obvious from the screenshots above. Sightlines, absurd amount of long sightlines which defensive snipers can use very safely. I wouldn't usually mind long sightlines if there was way to avoid them, but every single route offense has to approach the first point is exposed to these sightlines.
Playing medic on this point is almost rage inducing as you are more likely to die to snipers than reach the point. All these sightlines also mean that there is no way defence won't know who is coming from where, just from the tall platform alone you can see all three ways to approach the point.
Second point is where things get really unfun for offense and this point always feels like a brick wall.
Big issue with this point is, that there is not a single route to it that doesn't go through the room front of the first point. If red manages to get hold of the room, it is really tough to even get to the area where second point is. Things get worse if any engineers were smart and set up sentries on the windows overlooking the point.
Now if you managed to get hold of the big room, you still have all the routes to the second point well covered. Sure, it is not impossible to kill sentry spot but is another obstacle offense has to deal with to even get close to the second point.
Now even if you manage to eventually cap the second point, if red has set up under the platform and has teleporters nearby, there is good chance offense doesn't even get the cart out of the area despite capping the point.
This is not that big of a deal though as it happens on rare occasions, but i felt like it is something you should still look into.