[ol]
[li]Which part of the map/objective you like most and why?[/li][li]Which part of the map/objective you dislike most and why?[/li][li]Do you find any particular part of the map useless?[/li][li]Which route/position do you find the most useful when attacking/defending particular objectives?[/li][li]What tactics (if any) do you employ when trying to complete/defend particular objectives?[/li][/ol]
Which part of the map/objective you like most and why?
1st stage. there are now lots of alternative outcomes to this stage depending on whether the spawn is capped and whether the 1st or 2nd wall are blown.
Which part of the map/objective you dislike most and why?
on last obj in the station people still using the non functioning subway exit for cover as defence which un-balances this part on last objective. better to block off this and remove any camping cover in the corner near to subway exit.
Which route/position do you find the most useful when attacking/defending particular objectives?
1st obj left all the way. if defence don’t defend this section you can get in and plant but now doing this ends up in a defuse where as before it might be blown because of the extra wall. which is good. it can still put defence on the backfoot leaving the spawn unprotected.
What tactics (if any) do you employ when trying to complete/defend particular objectives?
if someone plants on the inside il plant one on the outside as a decoy.
through subway and snuggle next to crates at spawn cap. capping spawn puts attack on a better footing for c4 planting.
as defence plant mines at subway exit and keep moving.trying to cover all points.
when identifying the walls to others its confusing, either front or back, higher lower, 1st or 2nd isn’t clear so please put a big 1 and 2 on each wall. just a low black slightly transparent decal effect to clearly i.d. each wall.
so “i planted on wall 1” to team is clear.
also spawns have been instant for defence so we got a lot of defuses. this may well be exciting but too much as its just dragging out the inevitable. cant remember if it shortened to instant but needs adjusting back a bit. i think there were 10 plus plants/defuses on one game with i think 2 engies. combined with defuse memory we just kept going. which i expect to be very frustrating for attack. they sounded pretty frustrated. 
sneaky bastard ^^