Don't know if these kind of threads are necessary but it would help me make my articles better since i don't think i'm any good at writing. So here i will start Overlook Gameplay - 2.5 Class Involvement - 3.5 This map is a fantastically-detailed-fun-map-to-play-in-public-servers. The middle is fun, although i can't help but think it's badlands middle with the bridge rotated 90 degrees. Still fun nonetheless. I have no complaints to the middle. Generally healthkits are a bad idea to place in the middle due to scouts escaping with the intel, getting their health back, and then running away for an inevitable capture. This could be solved with touch-return or a short return timer. •The flag return time is too long When a flag gets out of the base it is an inevitable capture. Dedicating a defense to the dropped flag will most likely be a wasted effort. A DR spy our a speedy scout can easily pick up the flag and die a second later resetting the long timer. That problem is easily shadowed because getting the intel in the first place is too hard. Let's see the intel room. https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10020.jpg The paths in/out of the intel room are clearly divided into 2 sections. The smaller one (2) is quicker and only has 1 deathtrap of a path to get inside. Getting out is the quicker route. With the locations of both team's bases, it creates a circle that doesn't let either side see eachother https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10026.jpg Now, this really only applies for both scouts. Taking the longer route is a dominant place to defend from for the soldiers because of the sniper battlements being raised. And the longer path is where the attackers will main their attacks Time to break down each attacking route D - D for deathtrap https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10021.jpg If someone manages to get through this path it means either - the defenders suck/were an inferior class, or no one was watching it The supply for this path is superior, but it's placement isn't. The red boxes mark the walls that just absorb splash damage. A rather narrow path means that you're going to constantly eat spam and no way to dodge it. The HP is places in that tiny corridor, so if you move forward to get it, the smart defender would move up and be almost right above you. You're dead meat. To make it even worse, you HAVE to pass their spawn before you get the intel! https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10022.jpg This applies for half of path C. But path C (now to be referred as the vents) is also not a very good place to attack from because it's so narrower there is NO way to dodge spam. And once you jump in you can't run back since it's a dropdown. Unless if you're a fanscout/demo/soldier. Path A and B They could be counted as one path, or i could just not even include path B. Let's take a look https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10023.jpg So, such a big area funneled down to 1 doorway to the intel. The only reliable supplies are the low set. Both teams are at the same level so it's whoever can spam better and who has the better uber. But the battlements ensure the defenders won't push out because getting past the spam + the height advantage will be too much. Getting the bigger supplies. It's not very reliable because you have to be seen three times in a line of sight (red lines, plus the actually hallway that is path B). Any competent soldier could easily shoot a rocket ahead damaging you even more/death. Once you get the health you have 2 options: https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10024.jpg Run back getting seen two more times in the line of sight. Or psuh up into the intel with a slight disadvantage. The slight dropdown eats splash damage and makes it harder to hit things with rockets if you're down there. Other: https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10025.jpg These windows should be closed or with glass. It doesn't look like you should be able to shoot through it, and the crosses in the middle just make shooting through it annoying. It also creates a long sightline for a clever way to spawncamp. https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10011.jpg Should i be able to build up here? Looks like a nasty ninja sentry spot https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10012.jpg Same in here I get some sort of rubberband effect while colliding with these props https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10013.jpg An FPS problem I noticed while in the intel room i got lower FPS than i should based on what i could see. I think one culprit is this tiny aesthetic window. https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10017.jpg Holding W for a little bit https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10018.jpg So this means i'm rendering the outside because of that tiny little hole, since both windows are transparent Wireframe from inside the intel room https://dl.dropbox.com/u/1758462/ctfcontestarticles/overlook/ctf_overlook_b10019.jpg Middle is fun to fight on, but the intel is way too hard to get. Only thing an offensive scout is to patrol the middle so no one pushes out.