I understand you guys, I don't really like badlands and sawmill, but everybody wants to play them all the time. You can't make a map that'll please everyone. It's just sad that it's usually people that don't like stuff that post comments!

Good thing I know the map is now running on many servers (including Korean servers... even with StarCraft 2, they find the time to play TF2! Impossible!).
Constructive feedback is essential and help improve the map. So thanks for you comments, they're welcome, like always.
I'll take the same example I always use to compare RedShip: cp_steel. People say it's big, confusing (you don't advance in a straight line), the last point can be capped too easily, and once D is capped, it's almost impossible for RED to win. Things that I know people say because they don't know the map very well. I play on a server with people that know it by heart, and cp_steel is one of the best TF2 maps and is perfectly balanced. There's a reason why valve picked it up.
Now, I'm not saying RedShip is perfect. It's confusing to newcomers, you've got objectives to destroy ON TOP OF playing the game like usually. The 3 carts are also confusing because it's new and the general opinion about the map is that it's too big and the layout is confusing. I hear the sentry being OP often too.
Here are a few facts that will answer some of your questions and clarify things a bit:
- The map feels big, but it's not. In fact it's one of the smallest payload map for TF2. It has only one part.
- The flow of the map always is straightforward: you go the front end of RedShip, then make your way inside back the other way.
- The walking time from the BLU spawn to your next objectives is generally shorter than on any payload map. If you use the exaust vents and enter RedShip using the vents too, you cut that time even more.
- The sentry cart is very powerful... when it's not sapped or out of bullets which happens A LOT when you play with people who know the map. Most of the matches I played with the sentry cart had it functional and supplied with ammo about only 40% of the time. It was always sapped, or scouts usually use 1 or 2 bonks to empty it and unless an engy is brave enough to make it to the cart, it stays that way and is useless to the BLU team. Again, sometimes it takes a suicidal run (or medic supported) to wrench it or homewrecker hit it and it's back up, but it's hard the further you advance in the map. IT IS going to beat a normal level 3 sentry. That's why engies need to think about where they put their sentries.
- The map is very symetrical. It has small symetrical differences inside, but from the outside it's extremely symetrical and therefore easier to figure out.
- And finally: it's a map that is more and more appreciated when played with other players (duh) and the more you play it, the more you know it, the more you like it.
I know we live in instant satisfaction times, get this now, be good right away, but just like most good things in life, RedShip is best appreciated when consumed patiently while taking the time to enjoy the moment.
On that, I hope it'll convince those who haven't played the map too much to give it a shot again then come back and tell me what they think.
See you in-game, folks.
MQ