MAP | SCORE | Favorite Aspect (optional)
Robin | 5 | The Underground route is neat. I can never pull low level routes off but this was cool.
Holtzmann | 7 | The geometry on A and also B is fun to play on. Feels pretty fluid.
Zenvorathing | 4 | I like how sneaky some of the routes feel.
Kemilcoldthing | null | Map sux
Robin: Red gets to sit on the exits of routes very easily. Would like if there were more connections between routes for Blue to combat this. I keep getting flanked by Red, it should be the opposite way round where Blue flanks Red. Apart from that, routes can feel kinda funnelly but there wasn't anything too standouty about the map apart from the underground route which I liked.
Holtzmann: The spaces are neat but the routing isn't good. Think it'd be a good idea to consider which routes players will naturally want to go down in any situation. Consider that players generally go down the first route they can see, so you should let them see multiple routes anytime they're in a space where they're meant to choose a route. There's a big problem with players holding onto the flag after the timer runs out and just stalling until they get the momentum together to push. Kinda sux.
Zenvorathing: I really like the idea of an adctf gravelpit type, it'd go someway to making the first two points of a g-pit map more focused in how the attacking team coordinates. I think this map could do a lot more with the idea though. Currently the layout is flawed, and the capture zone system you have is unneccessarily complicated. Right now, there's no point in capping B first among other things.
Maybe this isn't feedback as such, but I really like the idea of a g-pit adctf. So indulge me.
Off the top of my head, how I'd personally go about making an adctf gpit is this:
Some kind of initial medium sized staging area with the intel that Blue can easily lock Red out of.
2 routes to A and B. 1 route from A to B that connects up with 1 of the routes from staging to B.
3 routes from A-C, 1 that opens after B is capped. 1 Route from B-C. 1 one-way route from Red spawn to B that locks off once B is capped.
Kind of a wall of text, but here's some justification:
"1 route from A to B that connects up with 1 of the routes from staging to B". This is so that if A is too difficult, Blue can rotate to B while still getting reinforcements from staging.
"3 routes from A-C, 1 that opens after B is capped". Kind of like Steel where the more points are capped the more options Blue has, this gives Blue reason to cap B if they're struggling with C. I guess this'd entail C being open if at least A or B is capped.
"1 one-way route from Red spawn to B that locks off once B is capped". It's 1 way because that allows for Blue to gain momentum easier if they get a foothold on B. It locks off because you don't want to let Red flank blue that easily when they're trying to cap C.
Basically all these can be summed up as "give Blue more options than Red".
This would allow for the g-pit "choose your control point" gimmick but would make the flow of the map after A+B are capped feel more like a linear a/d map. Which would hopefully solve the problem g-pit has of Blue being uncoordinated at C.
Anyway, although this is only tangentially related to your map, hope you found this to be something that you can compare to your design thoughts for Zenvorathing.