This map looks really good. It's obvious you put a lot of effort into how good it looks. Game play suffers in some areas though. When I played, it was a full 12v12, and the game play delineated into just spamming rockets/nades like a mad man.
CP 1-1 was pretty good, this was never not taken within the first few minutes. I assume that's fine, given it IS the first point after all. The broken window is a good addition for flanking and rocket/nade jumping for captures. I think this area is fine.
CP 1-2 however is a different story. There are routes that shouldn't exist, and some routes that should but don't. Mainly, the two sets of stairs leading to the balcony promotes a stalemate - Red camping with no way for Blue to work into Red's side, so to speak.
http://img186.imageshack.us/i/ctfhaarpneedsflank02.jpg/
http://img186.imageshack.us/i/ctfhaarpneedsflank01.jpg/
The area under the balcony would make for a fine little alternate route to connect somewhere out of the way, so that Blue has a chance to flank.
http://img215.imageshack.us/i/ctfhaarpflankroute01.jpg/
Now there are two flanking pathways, one over the other, and they both come out at about the same place. This makes the bottom one redundant since the top one is strictly better, and the bottom one is easily watched and spammed from the catwalk. Both can be watched from the same area, making them both weak to the same defensive spot.
http://img136.imageshack.us/i/ctfhaarpnotneeded01.jpg/
http://img136.imageshack.us/i/ctfhaarpnotneeded02.jpg/
I think you should remove that path, and instead make that archway a main assault path for Blue. You would probably have to raise it up and add a ramp downward, but this would allow for a big uber push, open up the area and make it not so claustrophobic. You might have to be careful of sniper LoS though.
http://img22.imageshack.us/i/ctfhaarpassaultentrance.jpg/
http://img183.imageshack.us/i/ctfhaarpassaultentrance.jpg/
We never got past point 2-2. Point 2-1 seemed alright, we didn't have much trouble breaking through that, but at the time I think the teams were stacked. Still, don't have much to say about it, seems good enough.
Point 2-2 had a hell of a grinder though. All the paths weave into a single corridor, which becomes basically a contest of who can spam the most explosives. It was very aggravating. No progress could be made because red could very easily defend this grinder.
This is the what death looks like for Blue.
http://img200.imageshack.us/i/ctfhaarpgrinder01.jpg/
Making two alternate flanking routes might help this out a lot, though, and I don't even think it would be that hard to fix.
http://img186.imageshack.us/i/ctfhaarpflankroute03.jpg/
http://img200.imageshack.us/i/ctfhaarpflankroute02.jpg/
Seems simple enough. Alleviate some of that combat flow to these small side flanking routes and I think suddenly the point should be a little more fair.
I agree with the problems you bring up. Today's test was rougher than previous ones.
But you're suggestions would be problematic. I know that because, interestingly enough, they used to be in the map in one form or another. The problem with having these extra paths to CP 1-2 and 2-2 is that they're better for Red than they are for Blu. When the map was tested with them in, Red was basically given easy routes to either push Blu back, or get behind Blu.
The one exception is the last one you posted - the path on the left side headed toward CP 2-2. I've been considering a path there for a little while, and I might end up adding one.
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