Axlebox:
PROS
- Quite a few fun areas for DM with various different classes.
CONS
- Flawed gamemode that allows no comebacks.
- Easy to get to enemy spawns.
- Controlling mid almost always instantly wins you the game.
Chin:
PROS
- Fast paced, stalemates completely very rarely.
- "Easy to get in, hard to get out" style bases create many unique gameplay scenarios.
CONS
- Confusing spawn layout, easy to get lost when playing the map for first time.
- Health placement feels bit funky.
- Spaghetti.
Cliffside:
PROS.
- Rounds go by fast, there isn't much downtime.
CONS
- A lot of indoor areas and hallways.
- Random performance drops when looking towards the sea.
- People almost always all go to the cliffside, a lot of the other routes go unused.
- Very basic and uninteresting layout, nothing really interesting or fun ever happens.
Dipper: Crashes the server, technically disqualified.
Escalation:
PROS
- Fun to DM on, although I am hesitant to say all classes can have fun on this map.
- Train hazard that isn't totally obnoxious and out of place within the layout.
CONS
- A lot of weird sightlines and cramped spaces around mid.
- Stalemates heavily because of how long the map is.
- Too easy to backcap losing teams cart when they try to push because of length of the map.
Hot Garbage:
PROS
- Perfectly serviceable layout, all classes have something to play with here.
- Easy to learn and pick up, I instantly knew where to go within first few minutes on the map.
- Piss.
CONS
- Sniper is too good middle, like scary good.
- Balconies on the side offer way too safe of an area for snipers to control whole mid.
- Mid probably could be bit more interesting, but it is not absolutely terrible.
- Piss.
Illinois: It's alright, not good, not bad. Solid map when the rounds don't turn into spawn camp fests in the team lobbies because of the height difference and massive amount of health in the room.
PROS
- Fast paced and full of action.
- Hole creates an interesting dynamic when fights happen on the point.
CONS
- Unfortunately all of these only apply when winning team doesn't take over the enemy lobby.
- Far, far too much health and ammo in the lobby.
- Team holding the has all the high ground.
- Annoying side flank in the buildings next to mid allows enemies get to your side too easily.
Shithole: Dogshit, not worthy of any pros or cons.
Tomb Town:
PROS
- None.
CONS
- Flat, uninspired and boring layout.
- Weird death pit.
- Spells and skeletons.
- Flashing lights that hurt your eyes.
Waterlog:
PROS
- Fun to DM on.
- Jump pads create interesting gameplay scenarios.
- Lots of varying and fun height difference.
CONS
- Suffers from usual problems that stem from the gamemode, nothing the map can do about it.
Chemplant:
PROS
- Evangelion?
CONS
- A is impossible to hold.
- The upstairs area above A feels very split from the rest of the layout.
- Clipping exploits.
- Defending A is usually very difficult.
- Boring and uninteresting routes to B, it's just long curved hallways.
- Very awkward to hold B.
Coyote:
PROS
- C is unique and different, it's not perfect but has potential.
- There are some cool ideas here, the train being one.
CONS
- None of the said ideas are executed that well.
- Broken sentry spots on A.
- B is a coin toss, either the train fucks the defense over or blue never gets past it.
- Dropdown for red to blue flank is absolutely baffling, basically turns it into red flank.
- Mazy and confusing routing between B and C.
- Finale is a big spam grinder, once again RED has better use for the flanks than blue.
- Train gimmick for the final capture point, it should just come and hit the cart when capped.
Emilnewthing: It's solid, it has it's problems but nothing so major that I would vote No at this stage.
PROS
- Solid first point.
- Some interesting playspaces around A and connector between A and B.
CONS
- Good team can bottleneck blue to the starting point of their routes at B.
- A only has two sentry spots that are viable at all.
- B is not very fun for engineers.
- B is very flat and open.
Fountain:
PROS
- A lot of varied and fun areas to fight in.
- A and C are very fun to hold and fight
- Very good ammo and health placement, very easy to find.
- Complex yet at the same time easy to learn layout.
CONS
- B is usually a roll after a short hold.
- Last feels very awkward to hold, gets rolled often if there are no level 3 ready already.
- Broken sentry spot on A.
Red Mesa:
PROS
- None
CONS
- Lots of nasty sightlines.
- A lot of poorly designed chokes.
- Most of the flanks on A and B are more useful for red than they are for blue.
- Last is impossible to defend, blue has route to their spawn and highground.
Route 51:
PROS
- Cows?
CONS
- Massive easy to use flank on A allows attackers get all the way to B before A is ever capped.
- The corner after the ramp at A is a nasty choke that can be tough to get past of.
- Lots of fake death pits that fool me into dodging them.
- Flow feels like it is all over the place.
- Lots of weird routes around C.
- Last has route for blue to spawn camp red.
Tarpit:
PROS
- A is a lot of fun, it can be held but not forever.
- Area between B and last is interesting, unfortunately it rarely sees play.
CONS
- B is extremely unfun to attack.
- There needs to be a point between B and last.
- Nowhere to hold on last without it feelings akward.
- Total lack of metal on A is bit jarring.
Tumb2K19: I don't know really know what to put in my pros and cons here, it's okay, there isn't whole lot I can say about it.