1. Chapel
Like I said in another thread, this is the only map where gaining ground is actually an accomplishment. The other maps all heavily rely on either surprise flanks or throwing yourself at a heavily defended choke until you killed all the medics. The defenders will then never be able to retake that point.
Not bothered by the close defender spawn for the last bit either. For one, it’s the last station on the map, so having it be the hardest to take is only sensible. Synergises well with Stopwatch. And also, for whatever reason it’s not that difficult as attackers to actually get ontop of it. A combination of the approaches being hard to defend with the defenders being limited to staying inside the plaza, and planting the EMP not taking very long.
2. Trainyard
I’m still new to the game so I might change my mind later, but I really just like how this map flows. It’s very straight forward, there’s clear chokes (and enough too). Especially I’m a really big fan of how the attackers can capture the generators as intermediate objectives to make the actual objective easier.
3. Underground
Average/10. This map is cool, but has some things that make it not be great. The way the attackers have a tendency to suddenly spawn right ontop of the defenders at the elevator between the 2 objectives, the way it’s almost impossible to defuse on the second objective because you can’t really clear the sniper perch + the control bunker. The whole second objective is too open and there’s no cover for the defenders once the attackers manage to get down the stairs.
4. Terminal
I feel this map could’ve been awesome, but lack of experience had it become really awkward. On the first objective, the open area approach is cool in theory, but in practice it is too small/badly designed which turns the thing into a no-go zone, with attackers always sprinting across the sides, which turns the objective into a chokepoint at the defender room and another choke on the apartment with the minigun. It’s impossible to go anywhere except the defender room from inside the attackers building. Which also makes the underground passage generator irrelevant. That one should come up in the defender building to open a 3rd way.
The second stage also is cool in theory but bad in practice. There’s all this stuff outside the terminal, but defenders never go there. I’m not sure why, maybe the attacker spawn is too close, wasted potential either way. Once inside, the two objectives are too close to each other. There’s little point to do anything else as defender except cover that area in explosives constantly. Which is how it’s being played. The only good thing about that part is the stationary gun that the defenders have a spawn path too. Heavily contested it can mean the victory for the attackers if they can keep a hold of it for the duration of the C4 on the second cart.
5. Bridge.
The first objective is very heavily biased towards the defenders, to the point where I hardly ever see the attackers get anything done. If they manage it, I’ve never seen the defenders win after that. Very badly designed map, not balanced/10