What you call ramblage, I call multiple paragraphs of feedback
However, I cant agree with it. You're saying that I have
a lot of unused space but the last two playtests had 9 and 13 players when the map is meant for 24. In older playtests with 20 players, there were no unused areas even though the map was even wider than it is now. I believe that the problem is not the lack of use for areas, but the lack of players to use the areas and I do not think that accurate evaluation of what is dead space and what is not is possible with half the playercount the map is made for.
A often falls to the attackers very easily because defending it is very difficult. I'll refer to older playtests again because the castle of point A has not been changed really. With >20 players and engineers setting up in upper areas, point A was actually defended quite a few times. So again, I blame not the map, but the low player count.
A to B is a long adventure. I ran as engie from A capplate to B capplate. I got to B general area in 8 seconds, to base of tower in 14, and to B in 18. I then ran as engie for Gravelpit A to C (example chosen because Gravelpit C is on a tower too). Times were 9, 12 and 18 respectively, so I can't see why would it seem long.
A or B to D (of F if you meant point with the throne) is running miles Why would you run from Stage 1 points to Stage 2 points?
The tower:
takes out a lot of interesting possibilities It itself is an interesting possibility IMO by being quite different from your average control point
The fight is very restricted, and ends quickly when someone falls off The fight is supposed to be more around the point than on it. Also the attackers have the little platform on the cliff wall to fire at the point. The stairs had railings in older versions. I'll put them back sometime.
Demos are favored for their arcing grenade spam, and other classes have a difficult time surviving it. The demo has to get quite close to the tower to spam it. Jump out, kill him in close range, resume capping.
don't just look at an overall box surrounding your map when comparing sizes It's just a convenient statistic to use when speaking about size and trying to prove a point that the map is not THAT big.
please please please don't compare maps to Valve maps Well what am I supposed to compare maps to? I feel my runtimes are OK. Some players don't. If I don't compare my map to Valve' maps, what is the standart I should be comparing against?
I find a feeling about map size develops from each area, and time to get to each area Again, I feel my runtimes and area sizes are acceptable. But what objective argument am I supposed to use to defend my opinion if I don't use comparison to Valve maps? Also, speaking about feeling, I think one of the reasons the map feel big is the seamless transitions into skybox instad of walling off in stage 1. I actually had a player run up the tower at B, look over the lake into skybox, and leave feedback that it's too open.
Bottom line is, until I get a playtest with 20+ players, I will disregard size and unused areas comments. And even then I'm not sure if I will do any big resizes because the map has been resized multiple times and all that's left in it is important either theme wise, optimization wise or has proven to work in previous playtests (like point F, which was played well in very second playtest and since then I'm only doing very minor improvements there).