some thoughts on matches played...
yeti-dome (pookie) - zayne, i hope you rot in hell for that! sounds harsh, but you'd understand if you were there.
lookout (FFA) - this map has a lot of interesting spaces, but the way its put together, the vast majority of them are useless to go to or to be spawned in. most everything that happened on this map happened in the upper portions and on the long walkway up top where the grav lift throws you. there is very few ways to get up there, so anyone there has an easy time defending it.
Bereavement (skyhigh) - wasnt a fan of this at all. for those that havent played it, its a headhunter game with jetpacks only in a very tall structure with the capture point at the top. loadouts were shotgun, sword, or needle rifle, and of course jet packs. what went wrong; too many objects strewn throughout the chamber to get hung up on, missed skulls after kills (most ended up collecting at the bottom), and jet pack controls not really meant for navigating smoothly vertically (not the forgers fault). what i did like; the "fan" of sorts at the top with a kill zone outside of it if you got to forceful with your jet pack. it reminded me of that classic scene in charlie and the chocolate factory where the bubbles make them float through a similar chamber nearly to their deaths.
apologies for all the griefing i did from a distance with the NERFLE. i wasnt having much fun flying around clashing swords and missing skulls.
most seemed to like it though, so don't feel bad. i'm not much of a fan of these other game types...
... and that brings me to
the playground (bulldogs) - didnt like this either. its a solid mode, just not my cup of tea, and being that its such a simple idea and map, i dont have any other comments other then i like the little details added for visual flair.
surf (TS) - really great look to the map, but it definitely felt lopsided towards the blue team. the cliffs are way OP, as they give you a great vantage over everything else. if possible (it would be a huge pain, i know), i'd suggest moving the ship to a centralized location with both sides being roughly the same types of areas (shallow water with rocks) rather then cliff and water. or, maybe you could make the cliffs accessible to the red team as well as the blue, but then the focus of the map, the ship itself, would likely still be mostly ignored.
someone also mentioned that if you rub alongside one of the blue's Colosseum walls, you hit a softkill zone.
enforcer factory (CTF) - decent map that made for a pretty good ctf game. the man cannons to get to the upper level were very temperamental, causing me to suicide twice before finally figuring out how to use them without dying. i think they need to guide your path better, i'd suggest placing some objects to direct the flight path early on so you cant just super jump then fall to your death. but the point is kind of moot anyways, as i found the upper level to be pointless (other then the weapons placed there). the rest of the map consists primarily of really long straight elevated walkways, and i didnt find combat on them to be particularly interesting.
truss (AR/pistol, DMR TS) - i said my thoughts on this above. i'd still like to hear from more people that played what they thought, as i'm thinking of just moving on from it. i'm glad zayne fired up a second round with DMR starts, as i didnt realize just how much GAF needs that
P).
i think it would be interesting to play ctf on though, but it doesnt currently support that.
kingdoms (CTF) - nice, simple design that worked quite well for CTF but i could just as easily see this working well for most (if not all) standard game types. no complaints, this is a map that could be in matchmaking.
crown of flies (TS) - favorite map of the day, and sounds like its being looked at by the cartographers. get this in matchmaking. original layout that works, games moved well over holding the upper ramp portion overlooking the inner courtyard below, and the area where the sniper spawns just outside. only issue i found was a place on the outside of the map where there is an incline it looks like you could hide under. i was being chased and tried to hide there only to find out the maker had put a softkill zone there. i either think the softkill zone should be removed, or probably better yet, a block or barrier should be there to eliminate the spot entirely if it wasnt meant to be used.
roost - spoke about this earlier. good CTF map with a few fixes that need to be implemented. not sure how it would play out for anything else though.