Hello, I was in the last test and here some reasons as to why I personally don't think it is very good.
- Skybox is too low.
- Spawns are easily camped and exposed.
- Walk distances feel way too short, there is no evolving front line to speak of, you own the mid or you don't.
- Everything feels cramped.
- Gimmick of two points at mid adds nothing to powerhouse style 3cp, it just makes taking back control that much harder.
- Even if you made the points further apart, it would then split teams up when trying to push mid.
- Gameplay spaces feel like they lack any sort of options for interesting tactics or gameplay, especially last.
B side feels like a death trap for any non-jumping class, everything is cramped and on the low ground compared to rest of the mid. There is no good angle to take fights with anyone on the A side of mid unless you have some sort of a mobility ability, it doesn't help the only direct entry to this side is a small doorway that can be easily camped from the point and the platforms above. This is just not a fun area to play in. Rotating between different height levels doesn't feel very good or natural, a lot of it just blocks, which probably gives impression of it being rather hastily made. Both sides of mid could benefit vastly from being made using displacements.
A side has a lot of same issues as B side, cramped to the point of being nightmare to navigate efficently with all the height difference crammed into such small space, only entry ways are small and easily spammed. Getting onto the point itself is also extremely awkward with a lack of proper paths onto it.
These lobbies are so small and cramped, calling them lobbies is generous, all of this space feels more like corridors that are supposed to connect areas rather than area either team is supposed to stage an attack from. If you look at a lot of other lobbies on different types of maps, they are generally rather large playspaces themselves, they should not in most scenarios look like a corridor.
This is outright the worst part of the map and I would personally just go straight back to the drawing board with this one, everything is so flat and open, whole area feels like it has been crammed into this small square. Every entrance leads to the same yard in front of the point, it doesn't matter what route you take, it makes no difference on how you approach the point. Spawns are easily visible and in the same area, resulting in extreme spawn camping as soon as the attacking team gets any foothold in this area. Little height difference there is doesn't feel like it meaningfully impacts any gameplay because it is all universally the same height and it is not a very major height difference at that.
When you look at this area, try to picture how you would play it as each class, what sort of different approaches you would take to take on the objective as attacker or defender. Hard as I look, the most interesting thing I can think of is rocket jumping on top of the roof, but there are only two classes that can do that. You could apply a lot of this thinking into the rest of the map as well, I think there should be pros and cons to every route and approach to an objective you make on your map, it gives areas purpose and players options. When playing it in the test, a lot of the map felt like it just existed for sake of it, all the routes and height there is existed just to fill a quota, if that makes sense. In the test, I was stuck in this cycle of spawning and mindlessly pushing forward until we maybe captured mid or captured last, over and over, playing no different than my last life.