Bridge
I like Bridge, glad that the last phases were removed!
This is one of the maps I group into the category that: It can only be beat in a time determined by how slow the EV moves.
The first phase has multiple points of entry, along with the defense has to scramble to build the barrier - and the last stage also has a good amount of entry points.
Once the offense grabs one of the drug samples - if they grab on the defense spawn time or slightly before, they will normally be able to deliver it in time due to the distance that the defense has to run — which is a good thing! Wish that was the case for Chapel and Trainyard too.
Chapel
The last phase is daunting to say the least. There are certainly stages up to this point where you can get the EV stuck in a bad spot that is easily defended after being destroyed and requiring repairs, but this is on the shoulders of the offense to not let this happen, or due to a good play by the defense.
The last stage however, the defense has a huge upper hand as they spawn on the same horizontal level as the objective that is trying to be delivered.
If the delivery point was in the exact same spot, but put on a second level I feel this would solve it.
Let the defense run outside and over the blue ramp as they already do, but then past the rock have an extra distance in ground that must be traversed - sort of a two level tower at the top of a staircase or escalator where the objective is then delivered.
This would allow the offense to get their player into position to deliver the objective and setup an actual defense to stop the incoming defense spawn as well.
Right now, I’d say this stage - on this map, is the one needing the most attention.
Underground
This seems to be the best map out of the bunch in my opinion and my new favorite.
Any map where the objective can be completely accomplished in less than 3 minutes is always a plus as it will highlight the strength of a team’s offense.
On most maps - this is simply impossible, you can only go as fast as the EV goes as it is the slowest process and in some cases you simply can not sneak past the defense to reach a further objective (walls in the way, no boosting options available, etc).
On top of this, the progression from up stairs to down stairs is fair on both sides it seems and the elevators are a good addition, along with the map having no massive amounts of mounted MG guns tossed all over the place.
Only real issue on this map to me, is because Proxy can defuse so lightning fast - but that is not the maps fault, just character related.
Trainyard -
Everything is great on this map up until the last phase. Last phases are getting a bad rap lately, seems to be a recurring theme on many of the maps.
I have not measured it by any means, but I would venture to say the distance that defense has to run from out of their spawn, to the deliverable area - is nearly the same as on the last stage of Chapel.
So, I would copy/paste what was said there for this map - it simply comes down to the map design.
Terminal
I love that this map has a forward spawn that can be captured.
Once again though, this is one of the maps I have issues with the last phase on. Primarily because Proxy is so fast at defusing as stated above on Underground as well.
to mention that it would be nice for midway spawns to be a seperate room in the map (without multiple exit points) On Chapel you have an Attacker spawn that plonks in front of an MG f he defenders get on that it’s not fun. On Bridge their is a spawn that plonks you kinda out in the open near to where the EV initially starts. Again not so fun when you get camped. (Although i think these problems may disappear once more Area Denial mercs appear.