Custom Feedback. (Not sure if this was the exact order of maps played)
1)
CTF on Meltdown v2.
Nice layout but it seems like the above areas are hardly used during CTF. Some got a little confused as to where they should take the flag but that is down to not knowing the map. While the map does feel a little cluttered in places, it gives people the chance to try out all of the AA's. Hologram was put to good use due to the number of blind corners. AL and DS had their uses for defending the flag.
After watching the replays, most of the action does seem to happen where your flag spawns. So good sight-lines for attackers and defenders but as soon as they get around the corner, it can be way too late to react. Maybe having 2 man-cannons to access the higher levels, maybe middle of the map. This should make it less frustrating for attacking teams to cover ground quickly and will also make teams use the higher parts of the map for more varied attack and defence.
Overall a nice map. Good clutch stuff for CTF and makes great use of AA's.
******
2)
CTF on Opposition v2
Another nice CTF map. While playing, I got the feeling the Yellow base was not all that useful. It seemed to draw people away from the actual objective. A few times people did use it to pass the flag quickly but I wondered if the map would be better without that distraction. Almost seems like it could be a Multi-team CTF base. :lol
Most of the crazy happened in the central room with the sea-stack in it. Seemed to funnel people through there, even though they had other movement options. Since most headed for the quickest route to the flag, it did turn into a manic deathtrap. Possibly add another access route to the other base, possibly where the sloping glass platforms currently are. That should give people a few more options instead of running into the kill-box.
Overall a nice CTF map. Felt solid and competitive, yellow base felt a little distracting, which slowed the pace a little.
****
3)
CTF on Château.
This map has been a great evolution. After various playtests and tweaks, it is coming along nicely. The rocket-launcher ramp is still deadly and hilarious. During CTF, hiding the flag behind where it spawns seemed to be the favourite tactic. With AL and DS, it was really hard to shift the flag. Not sure what the return times are set to but making it lower might get people moving around the map with a little more urgency.
Overall, another fun CTF map.
*****
4)
One Flag CTF on Great Bear Lodge.
Another map that has slowly evolved over time. If you defend the flag spawn well, it is truly a nightmare to shift the thing. On the other hand, if you get it outside it is nearly impossible to recover. Not sure if making the capture point a little further out would make things better. Often I felt if the flag got outside, unless I was close enough, I gave up. Since most of the spawns are inside, if I died, it was an agonising wait to respawn (Maybe having a faster respawn time would give people a chance to saving the flag.)
Overall, with a few tweaks again, we have another fun CTF map. Despite being super annoying against a well defending team. :lol
*****
5)
Slayer on BTB v2.
The water felt really weird. The map was pretty huge but the movement around the map made it feel even larger. Needs way more cover on the ground. Apart from the central platform and a few rocks on 1 side, it felt pretty barren out there if you happened to be on foot.
Speaking of the middle, the spawn on the Rocket-Launcher needs a look at (seems to be on 30 second timer, should really be more like 90) I think 1 player managed to have the RL all match and never seemed to run out of ammo. :lol As pretty much the only Anti Air option available for those pesky Falcons, it seemed unbalanced that 1 player could control the RL, which would pretty much kill 1 Falcon, which left the enemy Flacon floating around murdering everyone.
Would also be tempted to loose the central kill-ball monument. It looks pretty but restricts the air-space for the Falcons. It is really hard to make a map where Falcons can actually be used sensibly. Since it is central to the map, it also happens to be the spot where nearly all players gravitate too. (Good Territory or KotH spot)
Overall, a good sized map, seems just right for BTB but it really needs more cover and less Rocket-Launcher ammo. :lol
****
6)
Slayer on Ephialtes
Kinda love this map. :lol When I started making Reach maps, I made small Quake Death Match style maps, Ephialtes feels like one of my maps.
Not too big and not too small, lots of options for getting around the map, even more so if you opt for Jet-Pack.
Overall, nearly perfect Slayer map. Good balance of weapons, Lots of sight lines of various lengths, plenty of cover and you have a map where some seriously mental fights break out.
*****
7)
Slayer on Lookout.
One word. Hologram :lol
Not sure if this was a GAF map but it was pretty good. Mental, but good. I think everyone ended up fighting in the one spot. Hiding behind cover and sending my Hologram on suicide missions was beautiful.
Overall, pretty small map, meaning you're only seconds away from a good fight. Spawns are pretty good, so there does not seem to be much issue with spawning and dying instantly. With the length of games in Reach currently, it would fit in perfectly.
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Some great work by ForgeGAF. Nice to see more CTF maps. I think most of us got stuck making Slayer maps early on, so its nice to see CTF coming back. Also the variety of CTF maps is also great. Thanks for the games all, it was a great laugh and hopefully people got footage they need for the competition.
Good Luck!