Was there a different turbine map in the cycle because I don't think that much of it
The intel rooms seem too close together so when someone grabs your intel they are probably out of your base by the time you hear the warning. They will probably have reached the front of their base by the time you can bring them down, and although a minor skirmish might take place, the opposing team can usually push back your intel defense long enough to finish the capture.
I know what goes for one team should apply to the other and maybe I've just had bad experiences, but my view of the map has always been that if one team is just a little more co-ordinated in offense then they can overrun the opposition much too easily.
That said, I think with a relatively low amount of development the map could be much improved. The kind of changes I would like to see are:
- An extra spawn point
- Extension of the central area
- Lighting changes to provide darkened areas
- One or two more natural choke points
I'm not the biggest fan of 2Fort by a long way, but I do think it has examples for some of the variation which is lacking here:
- Two spawn points
- A number of natural choke points (but which are still balance enough to reward a co-ordinated attack)
- Differences in texture and lighting (which help to provide cover for spies, snipers and pyros, among others)
- Routes from intel to capture point which are much less straight forward giving the opposing team at least some opportunity to mount a defense.
Turbine isn't the worst map I've played on, but I think it needs a bit of development to become more balanced for players across a wider range of skill levels.