I'm not having fun playing the objective on this map. I don't enjoy attacking or defending control points.
When I think about the times I've had the most fun on this map, they were all times when I adopted a playstyle not unlike deathmatch. I've been playing a couple games every day on the EU server, and it feels like I've had to yell at someone in every single game to actually play instead of spycrabbing or having a sandvich party or pretending they're Delfy - so I don't think it's just me. Maybe it's just confirmation bias.
I'll try and break down why I'm not having fun on each point individually, but on account of the aforementioned idiot infestation on EU, my thoughts are considerably less organised than I'd like them to be, so bear with me.
Starting with 1-1, it's like Dustbowl 2-1. It doesn't feel like there is a choke in this area, instead of a choke, it has two big, open yards on either side of a corner that creates this big wall of spam where the two areas meet. To cap the point you've got to completely displace RED's defence out of this area. RED can also completely displace BLU out of this area which leads to spawncamping. and with the recent changes in health locations and amounts, there isn't much to sustain an attacking team through this wall of spam.
As RED, I really feel that unless we do start spawncamping them, there's no point in defending A, being the first point means that it's generally not that difficult for BLU to capture it (Unless we can spawncamp) and due to the specifics of the timer mechanic, whatever amount of time you can buy by defending A can be completely nullified if they cap within about 80 seconds. I usually skip A and set up a sentry on B - there's better ammopacks on B, too.
A large amount of the action takes place along the border I've marked and the areas directly beside it.
1-2 has the exact same problem, but worse. There's not much of a choke, it's just two big areas and a fuckload of dudes you need to clear out if you want to attack B. It's worse because the flank - the building that skirts the deathpit - doesn't flank much of anything and is
right next to a deathpit.
And this is where setting up on B earlier really helps, the most powerful sentry position at B can cover the entirety of this border between RED and BLU territory, making B a rather difficult point to attack - again exacerbated by lack of health pickups - but you can only set up this kind of defence if you start building before A is capped. To cap A you need to eradicate RED's presence on it, so most of the defending team are respawning, and even if you don't die while A is being capped, there's no time to set up on B because there's nothing in between the spam wall at A and the spam wall at B to slow them down, the fight instantly moves to B and then it's too late to set up a sentry. It's either a roll or a slog.
Once again, a lot of fighting happens along the marked border, particularly where the one-way door is. Also of note is how powerful the sentry position in this area is.
1-3 is probably the most fun part of stage 1, but it's very limited in what ways you can approach and attack it. You can either take the low ground, which is covered by a very large sightline and contains virtually no health. Or you can take the bridge and utilise the convenient medium healthpack, massive height advantage and startling proximity to the point.
I think people prefer the upper route. Maybe. Don't quote me on that.
As RED, this point is a nightmare to defend. That sightline works both ways, and the upper route gives BLU a very protected area that is practically right on top of every defender in the area from which they can easily push from. I actually like the idea of having this big towering building over the point, like the building overlooking the third point in Barnblitz, but the biggest difference between this building and the one in Barnblitz is that your building is essentially handed over to BLU team. The building in Barnblitz is easily accessible by attackers
and defenders and so there is a fight over this advantageous position.
I'm not going to talk about stage 2 yet, I'm still working out how I feel about that stage. I'm also not going to give you any really specific suggested changes, even though I have my own ideas, you're smart guys, you can figure it out.
What I would suggest is to alter the area in between BLU spawn and A, and the area between A and B so that they don't create these large, open spaces with nothing between them and other large, open spaces controlled by enemies. I'd also change the buildings around C to have both teams fighting over the height in that area, but create some space between the height and the point so that whenever BLU wins the high ground, they don't have such a massive advantage over the defenders.