I got to play this map earlier - very fun and is visually stunning. I love the first round in particular. No screenies, unfortunately. Things I noticed:
Round 1
- I was in front of the cart at the end of the first round and right as I got to the final point I got stuck between the wall and the cart. The round couldn't be completed until I was killed and the cart moved another centimeter or so.
- When I played it the next time around, I was an engi. I found it more difficult than most of the Valve maps as there are walls, corners, etc. but no real cover for teles, dispensers, or sentries. No matter where I went I was either in open sight from the opposing team or in the middle of a hallway. There is only one real point to drop a tele exit, the top "floor" in the middle of the map where the tracks swap.
- Placing teleporter entrances was tricky, as well. The only mostly-sheltered place for an entrance is out the right door and then immediately on your right. There's a railing that obscures view. No one on my team noticed it until I pointed it out two minutes in.
- There wasn't really a good sentry spot. Around a corner near the final point seemed to work well, but it's very easily destroyed by demo/soldier strafing or even coming around behind it. Getting to the nearby ammo box requires you to put yourself in clear LOS to the enemy.
- Played very well as a sniper, imo (using rifle; I'm not very good with the Huntsman). If it were more than 6v6, the sniper would be marginalized. By the time it hit 9v9, he would probably get lost in the crossfire/spam unless it was a killspamfest at mid (which happens a lot in pugs).
- I loved the look and feel of the map, but I felt the side passages were not really used to their full extent by most players.
Round 2
- I was busy taking notes.
Round 3
- Very difficult to play as an engineer. Seeing how this is the only plr map I've ever played besides Pipeline, maybe plr maps just aren't good for engies.
- There was no setup time. I don't know if this was intentional, but it hurts engies. Nice not to have to sit around when you're not one, though.
- It seems like it'd turn into a pyrofest. It did when I was playing, at least. The lines are close enough for them to strafe over, and compression blast destroys when you knock people off the "platform" that the carts travel. At the final point, compression blast is pretty op imo, as it works just as well as a pipe, force-a-nature or rocket without the travel time. Plus they are more prominent in the round since it seems to favor them.
- A lot of the map, while beautiful and interesting, is useless. The entire round revolves around a small segment in the middle.
- As a sniper, the best spot was at the final point. It was the high ground, gave a direct line of sight to the enemies pushing the cart, and was the most obvious spot. Something on the side will have LOS issues due to structuring and I beams in the middle.
- It compounds the issue of the choke and deathtrap there. I really love the final point aesthetically, but it seems dysfunctional to me. Once a cart hits the top of the hill to the final point, they've more or less already won unless the other cart is parallel. It's the best sniping spot (that I found, without too much looking at the rest of the map tbh), a really tight choke point, and a giant death pit. When we were playing earlier, it was almost impossible to stop a team once they got that far.