Pros : Very original concept. There's mainly three elements that outshines on this map :
- the dreadnought itself is a good twist to the little cart of usual payload maps, now more than one player can ride it. Quite impressive to see this massive platform coming towards you.
- upgradable sentries on the dreadnought itself is interesting and allow engineers to be very usefull on this kind of map where the team always progress, therefore making your sentry obsolete because the fight moved on. Also, triggering the deployment of sentries on the dreadnought by climbing above the spawn and waiting a bit is original.
- I LOVE the circular door opening - very creative, never had a problem with it, gives a very good "technologic" atmosphere.
CONS:
- empty spaces and long walks to reach the cart, you walk straight forward and BAM*headshot ; here you go again for another run.
- I like Orange maps cause they're light and you can get the basics pretty quickly. However, considering the ambiance and mood given by the massive dreadnought, it's a loss not to dress it up.
- the final area is very hard for the blue team. The area opens itself very wide and with all the cover provided, 2 sentries far away from each other make excellent defense (an uber will get the first but not the second, leaving enough defense to prevent further progress from the BLU's. Sniper shoot the lonely runners in the back, demos drop nades over the fences and sentries finish the poor guys struggling with the dreadnought. But it's a minor complain, all you need is a good team well organised after all.
IMPROVEMENTS :
Give atmosphere to the map, transform the environment and the dreadnought itself. Watching the dreadnought, I was seeing it as a massive steam-punk machine builded by dwarves - heavy and deadly.
Valve said they wanted to add some changes in the level design of TF2 maps and the Lumberyard arena's level looks fresh. Some rocky cliffs overlooking the dreadnought track with fresh grass and trees on the top would be perfect. For the mood, lot of light on the top with open spaces, dark, rocks and dust along the dreadnought track.
Typically, it could be an ambush map with big cliffs on each side of the track. Red team could drop on the head of the dreadnought from the top of the cliff. This aspect is already implemented on the mid section with drop-in holes. Several covered wood bridges crossing from one cliff to another could make some nice spots for red defense and faster access for blu deployment once the dreadnought is far away.
To change the long sniper alley, maybe keep the same length for the track but instead turn it into a U shape. The Blue team will be able to reach the cart much faster once it's gone further away. Therefore, cliffs with bridges over would make sense.
Bananite