dunno if this is the right 3d, but anyway i totally support what has been said on this post ^.sadzealot wrote:
- Dead space (only a small portion of the map actually being played on) (Examples: Daybreak, Cloudlight, Dawnville, TheCastle)
- Wasting attackers time by forcing him to run for a long time and waste all his stamina before he can even see or shoot at defenders (Examples: Daybreak & Cloudlight. Taking away 15-20 seconds of the attackers time before he can even challenge the defence is too much, that's 25-35% of his total attacking time. Think about that number for a second)
- Poor timings out from def/att spawn, forcing defenders to play far back because they can't reach certain areas before attacker (Cloudlight is perfect example of this. Dawnville as well to a certain degree)
- No feasible way of playing aggressive out on the map and then slowly rotating back towards pole as capture approaches (Examples: Cloudlight, Daybreak, TheCastle, Rust to a certain degree)
- Lots of chokepoints in towards pole (Example: Cloudlight, Dawnville)
- Poorly placed poles (Example: Daybreak. In a corner with no way of escaping once you reach it)
- Poorly designed areas around pole making it possible for defence to play 3 people near and around pole the entire map (again, leaving only 10% of the map actually being used. Examples: Daybreak, Cloudlight, Dawnville v3, TheCastle)
- Extremely static defence playing 3 same positions entire map through with no rotations whatsoever (Examples: Ironfist, Daybreak, Cloudlight, Dawnville)
- Possible to get on top of the map and gaining a severe heightadvantage from a safe place vs defenders (Examples: Dawnville)
Dawnville is a totally failmap, but removing all the walls around the pole maybe can fix it :/
Btw i thinhk Poles should be more in open spaces
jm2c