I like this map, so think of this as not a critique but a routine checkup.
And when I want to do a routine checkup, I analyse a demo or two of the map being played, so here's that for a7a:
a7a demo1 (US) analysis:
1st round:
- A: Captured after a few fights at the forward hold and one last, desperate defense at the backward hold; this last defense was very weak due to low RED population
- B: Because many RED players failed to make it back to A before it was capped, RED got an initial forward hold over B which was even quite strong; however, after a few fights at this, B was captured in a similar fashion to A
- C: Had an initial forward hold, which was weak but still fair; after this was lost, C was captured without any RED players even near the backward hold
- D: Had a strong forward hold and tense backward hold, eventually captured by BLU
2nd round:
- A: Eventually captured by BLU after several fights at the backward hold; no outstanding complaints
- B: Defended by RED after a few fights at the forward hold and a tense backward hold; looked really fun!
- C: Not played
- D: Not played
3rd round:
- A: Captured after a few quick fights at the forward and backward hold; seemingly was captured before the backward hold area was even lost by RED
- B: Captured after a few quick fights at the forward and backward hold; no outstanding complaints
- C: Defended after sevaral fights at the forward hold; the forward hold is somewhat lacking and I will describe why later
- D: Not played
So, do I think anything should be done to this map?
I only have small suggestions; I can't name any one glaring issue with this map, but I can name a, like, "stretch goal":
In the first round of this demo, RED failed to get any kind of backward hold on the first three points because they almost all died and didn't come back in time. This notably didn't happen on D, where RED spawns a lot closer to the backward hold.
This is why I prefer to spawn RED so close to the backward hold in my own designs.
However, you may notice this issue didn't happen at all on either of the next two rounds.
This is simply because RED was better in both cases, and more of them were staying alive to stall.
So this is an issue that will ruin some rounds, and it's something you can fix, but it's something that will only ruin, like, 5% or 10% of rounds.
Your map will be better if you can fix it, but only if you can fix it without the solution being something that will ruin a higher percentage of rounds.
I would say around 85-90% of rounds are fun on this map as-is. In other words - you could artpass it, and I don't think anyone would say it's below their standard of quality.
Well, before that, here are a few small things you could do:
On A:
Move the CP back to here:
It often seemed that BLU was capturing A without RED actually needing to have lost the backward hold area. This should fix that.
On B:
Add a door here that only opens after B is capped.
I don't think you need to block off this
entire route like one person feedbacked, since it's a nice alternate route for BLU to attack the backward hold. I do think, however, that you should add this door to stop BLU either getting lost and going to C, or deliberately going to RED's spawn and spawncamping.
On C:
Add a way for BLU to pass this doorway without getting blown up.
I'm hesitant to suggest this exact geometry formation since I overuse it so much in my own maps.
But right now, BLU's only alternate route past this doorway is extremely long and takes them back into this same tiny room.
BLU long-range classes really don't have a safe way to reach that desert area, which to me is just so obviously where they're meant to be playing.
I don't think that letting BLU reach that side area wil undermine the forward hold and allow BLU to just skip it, cause the building has a doorway that lets RED watch that route:
What I think
is possible is that this change will sort of merge the forward hold and backward hold too close together, in which case I think the right solution is to move the CP back a bit, especially since RED already likes to hold a bit further back than the point, behind these "battle lines" where there's cover for them to use:
On D:
The backward hold seems tough for RED. Their rotate time from one side of the main doorway to the other is insanely long, particularly if they're only just exiting their spawn.
However, there have been successful PL last points in the past where RED is assumed to have already lost the point if they're exiting spawn and don't have players already down in the thick of the arena.
So I think all I'd like to see for now is a little wood walkway to speed up RED's rotates around the pit:
It would also be nice to put a small health and ammo on it to slightly beef up RED engis in general, and reduce retreat time for RED players who are holding more to the right of the arena (where the access to health is a lot less safe).
That's all. Bye!