[QUOTE=light_sh4v0r;234320]There is nothing wrong with long maps per se, but with the objective gameplay you risk sitting a long time on the same objective which can get very boring especially for the attackers.
In this case a progress system like TF2 is much more suitable. IE: you have a set time to complete the first objective. If you manage to do it, you get additional time for the next objective. That way you can never be stuck very long on an objective but still have plenty of time to complete the entire map.
On shorter maps this is not really a problem, but if there are maps with >20 mins of defense time, I’d rather have the TF2 system applied.[/QUOTE]
Don’t know if I like that idea or not. It would kill the games where you were stuck at the first objective for 10 or 12 minutes but still managed to pull out a win by getting the next ones in record time. I’m reminded of a game on Refinery where we were stuck at the shield generator for about 12 minutes and then going inside had less than a minute left and managed to blow up both objectives for the win about 10 seconds before the clock would have run out. In your scenario we wouldn’t have made it past the second because we would have been out of time.