Alright, here's my AAFA (After Action Fuck All) Report.
This empty cliff makes the area feel way too open which makes me feel uncomfortable about defending or attacking it.
This 1st point for blue has become the craziest first point to attack for me. As 9 times out of 10 (From my game experience), there will always be a sentry located on the right side. And look where all paths lead straight into. The sentry gun's range, and usually a sniper will be on the line sight somewhere too.
This rooftop. My. God. Every time I have played this map on attacking, this point is always the most brutal because of the lack of height difference on Blue's side, and the fact you have a doorway that requires a direct 90 degree turn into the battle area. This roof in general should be blocked off, or just blocked off to engineers, as they love to build up there, and basically rain down hell on everyone from there. It's 10 times as hard when you have 2 soldiers up there.
The only other side path here is somewhere in that building, and it feels like coming out of it I'm trapped between a rock and a hard place. Especially when an engineer is setup somewhere near the point.
This room suffers from both a too open, and too small idea. The windows make it seem very open, and it's really annoying when snipers can shoot through that window. The small part comes in with the sizes of the staircases/balconies, they're huge, not allowing free flowing combat to commence. Everytime I'm in here, I feel like the ceiling is shorter than it should be.
Suffers from the same thing that both 1st and 2nd from the first stage suffers from. A full 90 degree turn with not enough distance between the point and the turn. And there only being two actual paths as one is just a small side off from the the main path. Not to mention, all paths lead right into a sentry gun most of the time.
I'm gonna complain about this till the day I die. But...third stage, third stage,
third stage. What happened to the part in the video where there's a giant cliff and the sniper and scout are driving along that ridge to catch the train. I guess this is supposed to be that area, but it doesn't feel...open...
What I'm saying is that the 1st, and 2nd stage doesn't seem to flow together as we see in the video sniper and scout go along this really large cliffy area, and it doesn't even exist.
Another thing I have an issue with is I feel like I'm playing a modified cp. Where it's just a train that determines the timer and not a timer itself. I'd probably enjoy it a bit more if there was some sorta payload system involved where the train needed to be pushed by the team to continue. Maybe hold one of the areas with the train for a few seconds or something after getting to the cap zone?
That's all I have for right now.