Alot of responsessince mine, I skimmked through them...
I think Mr.MM makes some very good points. I think Valve improved on certian gamemodes with the ones we know, and they work good. I never played TFC so I can't say from experience.
I think probably the main issue here is 12+ people are taking a new gamemode and trying to fine tweak it so it works best, but nobody is exactly sure what that is yet. Obviously when valve did something they had probably no more than 12 people all working together at the same time so it was probably easier for them.
From the maps I played I really don't think that the maps are the issues. I know I have played Icarus', Eeire's(sorry), the snow one... maybe a few more.
I thought they were all fine as far as maps go. They all seem to have several routes, wide open spots, tight spots, high/low, all the things a map should have.
Maybe the 2 major things are:
knowing where the intel is/ which point is capped already/too many stages
HUD - which relates to above.
I think eerie's (I'm gonna get it right) does have signs in the spawn rooms that turn color for point one and two. That is a plus for sure, but it's not obvious like a hud. It's something I kindof caught on my way out of spawn one time. Not in your face like the HUD.
I think a new custom HUD would be 100% better (Valve?)
The Icon over the players head is a great idea, and I think along with a HUD might be a really good way to go. The HUD would show which point is needing to be capped so both teams know what to do. The arrow above player would be a visual clue especially when near the player.
Maybe a little 'overboard' as someone said, but you really do need to focus on that player (both teams) so it might be a nessecary evil.
The griefing thing, well, can't do much about that other than admin kick someone. Luckily most admins on any server would kick for that because it kills the server. Unfortunately players might get sick of it before the kick happens. Or get a bad taste in their mouth which lasts long beyond the playtime of the map.
Having the reset time be long would be an improvement I think. Having it never reset would probably always lead to blu winning. Maybe 30 seconds, maybe a bit more. 60 sec for regular ctf sees the flag return and get capped but 60 seconds everytims could lead to kamakazi pushes winning every time.
The insta cap may also be a problem. It might help lead to sentry farms, but might not be the only cause. Teams still know they are gonna have to set up shop and really protect the point. Maybe if it was 5 second cap teams would loosen up a bit.
But that goes back to everyone trying to figure this out/consistancy.
The good thing about standard maps is everyone has an idea how long a cap is, how long a spawn is. The more each map has it's own take on the rules the harder it is for players to know what to do. If we get used to insta cap engies will always farm. If we get used to 5 sec cap they might not.
But then you get the one map that bends the rules and all of a sudden nobody knows what to do. Should we farm, should we not...