Pros: Looks like a stadium, and uses the locker room concept to it's advantage. Seems simple enough to build upon and improve.
Cons: Sadly, this map seems a bit lazy to me when compared to the effort most other mappers put into their releases. All it encourages are "suicide missions" when it could easily have been one of the coolest environments we've ever seen for a CP map (see 'Improvements'). It's too vanilla, and offers very little in terms of fulfilling gameplay and team dynamics.
Improvements: Ever think of going outside the stadium? Into the maintenance corridors? On top, by the lighting control room? Up in the box seats? I think you should. All these places are well-suited for control points, too - hell, even a CTF variation!
Notes: I wish the author luck with his new map, VC_Alpha, which seems to be a bit more planned out and less chaotic. Arenaball could have *clearly* been a unique and exciting control point map had the work been put into it as it has on many of the other customs I've reviewed. Instead, it's a spamtastic deathmatch - and just for that fact alone... some bananas may love it. However, any map that simply allows munitions to fly around with no regard to strategy or balance defeats the purpose of making a TF2 map in the first place.
Developer / Map Critic