I really don’t like Castle. I’m not entirely sure why, I’ve forced myself to play it quite a bit hoping I’d start to enjoy it more, but I just can’t.
I think it’s mostly the atmosphere. Chapel I like, but something about Castle just feels eww. Too blue, whereas Chapel still feels warm.
Plus there’s almost a complete lack of proper cover in Castle as well. Everything is like, exposed from at least 2 routes or only knee-high, which makes playing anything besides an assault merc awkward af. They kinda did that with other recent maps, but Castle just went overboard on it.
The old terminal was pretty fun, albeit pretty unbalanced along with Vault. I still enjoy them tho.
The new terminal just went too far though. The map needed minor tweaks, but instead it lost what made the first objective fun
Dome redux feels pretty lame now too. The first objective is just awful, the secondary there is almost totally useless, and having only one route is just boring.
I really like underground, it’s nice not to have to worry about firesupport spam. The first objective can get a little iffy with defenders being able to jump onto the elevator platform, but it’s not that bad. I just hope they don’t go overboard again.
Trainyard is eh. I’ve never liked it, even pre-rework, but post-rework just feels too cheesy. Once either team builds up momentum it’s either a complete spawncamp until the end of the match or an easy march to the last objective, which is pretty much the only good one left.
Bridge is fine, Chapel would be fine if we had merc limits, and Vault is somewhat unbalanced but still fun.
Dockyard definitely isn’t my favourite though. I absolutely loved the blockout version, but there’s too much awkward terrain. Calling in an airstrike is a nightmare with all the jagged roofs and poor surfaces to target laser or artillery, and the ground us unnecessarily uneaven which becomes frustrating in firefights. Not to mention escorting the EV is extremely long and tedious, and usually gets stuck at the second turn right before the forward spawn point.