I still don't understand the whole "rush to the middle" thing. People act like if you don't gain control of the middle at the start its game over. I don't know how many games have been won/lost to taking/losing the middle in the last 20 seconds.
it really depends on the map. if everyone on your team rushes to the middle on blackbelly skatepark, you're gonna have a bad time. however for saltsrpay rig it's pretty much essential.
You're both right to some extent. Rushing to the middle isn't about "omg get/coat the middle fastfastfast" so much as it's about making good paths so people can get established fast (and in Turf War's case, so you can begin assembling in groups of twos to take on quadrants of the map). That said, depending on the map, the "middle" is a bit nebulous:
Blackbelly: Obviously you want the tower. but secretly, everyone wants the two paths on the far left/right from the tower since they control the second way into both your own base and theirs. The actual middle is damn near impossible to hold onto for too long
Saltspray: The northern most structure is key but don't dawdle there, the second "middle" is the southern spot.
Walleye: This one is tough but I think it's mostly about having more of the middle on the opposing side covered than the actual middle itself. It forces them to use alt paths that your team can split up and defend.
Bluefin: The "middle" is the third floor of your bases before the two segments on the right and left of the stage. Those are distractions to cover at best. Letting anyone onto that third floor though is a massive strike against your team and you will be battling people climbing up the walls often.
Port Mackerel: The middle is the large rectangular area closest to the opposing team. The issue here is unless you have a lot of stupid good snipers/range abusers or teammates with good sprinkler use, you have to play it straight and you also have to consider spending time to fix paths along the way.
Kelp Dome: Perhaps the only stage where the middle is actually the middle with no extra things to consider. At the same time, with walls essentially meaning nothing if you have good throwable sub weapons, you can really just fuck it all up from anywhere and skirmishes can be wholly avoided.