Fastlane and Dustbowl are the best capture point maps in TF2. And your arguments are not true at all.
Given 2 equally skilled opponents, its nearly impossible to recap the 3rd point after its lost at the beginning.
It's possible, I've done it many times on SpA servers with teams in which I was, and teams had nearly equally skilled players.
The defending team puts up 4 sentries as well which makes it almost impossible to cap the last point.
Two ubercharges are enough to destroy all sentries on last point, because in most cases, they are all near themselves. Some sentries are able to destroy without ubercharge, with soldier's rockets.
To cap the 5th point, you have to roll in with like 3-5 charged high-dmg classes (pyro/soldier/demomen/heavy).
This is on every capture point map.
The defending team puts up 4 sentries as well which makes it almost impossible to cap the last point.
This is on every capture point map, especially on Dustbowl.
To recap the 4th point, about 2 spies have to mess up the enemies teleporter entrances, another 2 spies must sap the enemies sentries and the rest must roll out with charged high-dmg classes and HAS to kill ALL enemies simultaneously. Even if that succeeds, the enemies are back on the 4th point in a few seconds (fast respawn) and you have to defend the last point again.
Nope. Recaps of 4th point are very often when there are skilled players in team.
The map neither is unique nor fun. All you can do is either wait for the stalemate or let the enemiy cap the last point 3 times to force a mapchange.
I have to disagree. Fastlane IMHO gives much more fun than maps like ctf_2fort or ctf/cp_well and isn't as boring as Badlands (this map is pretty boring when there is a fight for 4th and 3rd point).
1) Granary and Badlands are the best maps
2)I didnt say its absolutely impossible to recap the 3rd point, but its unlikely harder compared to badlands/granary/well.
3)Maybe 2 uc's are enough to destroy all the sentries, but people can just stand inside the spawn and wait for the uc to end. If tehy get hit while standing in the dorrs, they just run to the supply locker and back to the doors in not even 1 second. Also, the in-the-spawn-camping medics can save their uc's since they cant be attacked. Eg on Granary, you cant stand inside the spawn and wait for the enemy to end his uc because it takes longer to get out than to cap the point. So it pointless to attack (on fastlane).
4)From what I've seen, it never took more than 2 uc to cap the last point on badlands/granary (unless the defending team has at least 1 uc as well).
5)Ofc on Dustbowl 3-4 sentries are normal, because Dustbowl ONLY consists of either attacking OR defending (unlike on progressive cp-maps, where you have to attack AND defend). So many sentries on dustbowl make an exciting and interesing match, while on 5cp-maps they just slow down the game and wont make your team win the game (no matter if youre the one holding 4 or 1 point)
6)It's unlikely to have skilled players in the team if you get pushed back to the last point in 2 minutes.
7)And why do you start argueing with ctf-maps now? Yeah, I have to agree, fastlane still is better than 2fort and ctf_well but cp_well is surely more fun since its better balanced. About Badlands being boring, thats your opinion, but if a map has balancing and spawntime problems, it comes to facts and not just opinions.
Given 2 equally skilled opponents[...]
Given two equally skilled opponents every good and fair designed map would be a draw.
I never saw a match between 2 equally skilled opponents on badlands/granary that ended in a draw, because they are well designed, fastlane is just a bit too stalematey.
essentially, what you're saying is that it's hard to retake the middle point?
of course it is. that's the whole point of maps that follow the pattern of 5 consecutive cp's. that's you never, ever give up the middle point if you can help it, or fight tooth and nail to get it back when you do lose it, or at least set up a good defence toward the front of your next point from which you can launch an attack.
if you see this as a problem, which it might be percieved as if one team does outclass the other team to the point that they've set up camp more or less right outside their spawn (but that would be game over regardless of circumstances), then fair enough; but it's a problem that every map like this suffers from, not just fastlane. if anything, fastlane suffers less
tl;dr: fastlane is fine. unless you think that all 5 consecutive cp maps are crappy. in which case, it isn't, and you probably feel the same way about roughly a quarter of all maps in the game
Its not hard to retake the middle point, its almost impossible compared to other 5cp-maps.
And I really, REALLY know well how a 5cp-map can and should be played, you can believe me that.