I asked for a test of cp_petrol_a8 and it took place yesterday. It was played on a high level server with slots and class restriction, uber.fr, the community server of canard pc.
I was there to test it and here is what came out:
POINT A:
Both team took it quickly, the fights were interesting and nobody complained about that point. It's well designed and the balance is good (taking account of the fact that it is a first point). It might be a good Idea to give RED a way to jump on the roof of the building over the track.
POINT B:
Here is the point that was disliked the most I believe. The underground route that go from A to B looks like a big trap. Very easy to spam into it when you are defending. It's very tight and there is no way to escape but to run to the gap around B, where you are a quite easy target for those who are defending on the point.
I think the position on the point might be a bit overpowering. You can see all the access to the point and have a good cover. Blu team has none. When a Blu comes out of the tunnel, he has no cover, he is an easy target to snipers. I think there might be a lack of health kit for the blue team. Almost every kit is a small one. You should turn the one in the tunnel into a bigger one. Also, the right path to attack could be more interesting if there was a way to go on the point from there. In fact, the lack of cover of this path, in front of the big cover due to the point's parapet and the defensive height advantage, plus the no-way back, make it almost suicidal to choose that way to attack.
To resume: More cover to attackers, less spammable and larger underground passage, with health and ammo.
POINT C
Very nice point, that offers a good balance and challenge to BLU team. One issue I have noticed, is the lack of cover to attackers again. The biggest problem I have noticed is that it is pretty easy to push Blue team back to B point, and once the fight is on B point again, it's hard to get back on C. I don't know about the respawn time at the moment, but it might be good to reduce it to blue team. The right path to attack offers a good situation to Blue team. Might be good to add some cover to Attacking position, for instance, the building over the point is a very good position to attack, but you are also very vulnerable. Some health kit to attackers might be enjoyable.
As it is now, I think it's the most balanced point, the layout is almost perfect.
POINT D
That one was a bit confusing. I heard people complaining about the visibility of the control point. You might have to add arrows, the D letter on the rock seems to indicate that all the area is the "area D" and not the position of the point that is right over it (I didn't have any problem to see the point). As a blue heavy, I almost did nothing here. The exact time I stepped out of the tunnel, a sniper bullet came into my head. The attacking tunnel doesn't protect you far enough to avoid taking damages from far away. Anyway, we only played it once and we capped it. I have absolutely no idea how we did it because I was scared to leave the tunnel between C and D.
That's it for the test session, it was a pleasure to play your map and I'm very impressed by the quality of the layout. It's something very good you've done here, there is not much to change before the map get a perfect layout.
Keep up the good work!