Not sure if you saw this thread,
-Orzium-
Plum by Orzium was cool. I personally though the corridor from snipe is far too long. The highest point on the was too controllable (as you stated in game, Auburn) with multiple sight lines running through the map from one end to the other was overpowering. This point on the map also lacked in a good approach/flanking route, it proved rather hard attack, that's all I can think of. I really like the maps aesthetic with the purple, looks great
I feel the exact same on the all the points he mentioned here. The map looks great with its coherent color, but IMO, you should incorporate some extra colors for more accurate callouts. They were a little difficult to make until I learned weapon locations (I used those instead to callout instead of colors). You know, kind of like how you did with the antennas in gold street.
That upper area Astiir mentioned was definitely a problem. Engagements varied from position to position initially, but as we all started to learn the design, we found ourselves constantly moving there. Personally, I would suggest a complete redesign with that position being more exposed, lowered some, and having stronger connections to red spawn. Of course, you could also manage with just tweaking the current design a little, too. Either way, I would recommend that you focus on making the approaches a little more viable and making the overall position a little less desirable.
Great map, mang.
EDIT:
To reiterate with an image, that upper position's
LoS cover
every approach as well as power weapons.
This approach is currently the most viable although its still not much, so perhaps you could expand upon it? If you manage to block the upper most
LoS, you could incorporate a more secure route to that top position somewhere around
here. It may also do some good to move or add another power weapon
here to help make pushes on that position.