Translation from our forums :
CTF Panamint :
* As for the first test on this map, i love the CTF push concept.
1st part : didn't change a lot, but the first part isn't an horrible spawnkill area as before, there's a lot of way to point 2 that can be good for attack, but you need to stick together to succesfully attack point 2.
2nd part : it's more messy as a spy i have fun, the 2nd point is really hard to take.
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* 1st round : some people were pretty lost (due to missing indicaation and direction), 1st point is defendable but is winable if the team really focus. The second one push red to make a tight defense even if the corridor between the poitn are perfect for an advanced defense.
2nd round : 1st point : nothing to say, pretty good / 2nd point : it's a lot easiest for air jumping classes and an heaven for snipers. Especially to destroy the sentry place up there.
3rd round : the point was taken to fast to make a judgement
As for all push ctf, it missed an explanation at the beginning of the map. Teams were unbalanced imo.
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* 1 round :
1st point : perfect, spawnkill has been almost eradicated except for red sniper.
2nd point : hard to take over, especially with te buildable area around the point.
2 round :
1st point : also excellent, except for the blue spawn which is too big and take a long time to get out
2nd point : very hard to take but i think it's due to the first time playing for both teams, there aybe to many space around the tower that may make the capture too easy for aerial classes..
3rd round :
Too Short for any feedback
To conclude, good project like the gameplay which forces the team to cover the ring bearer.