1st, Thanks Zhohar for planning that event
2nd: Maps
Zero1:
I would not change the starting flag as some people suggest. Indeed, at the beginning, flags are closer for the EU side, giving a hard time to the PAC. I think it's only because, for most of us, it was the 1st time playing that map. For example, as it is a starting flag, no one would stand to guard it at the beginning of the round, and no one did when we tried that map, therefore it's the easiest flag to get at the beginning. When we played, everyone was on the ground level. This map is a multi level map. You got monorail and buildings roof and towers, PAC side can easily go on top try to run over the EU side etc. Plus, both east and west side have no wall to prevent attackers from flanking anywhere on the map.
I think there was just not enough strategy involved as most of the PAC side was just trying to go head on to Toll. The low ticket at the start of the game also emphasized the importance of a good start. Maybe with a little more tickets, things could change.
Severnaya:
What a mess that was lol, no organization on the EU side. Really confusing map because of all the walls, can't see all the holes in the walls from the map preview. The entry flag is of course really important. Once sealed, it's going to be a really boring game as the PAC spawn point is really far. I don't know though, because I only played it once, if the EU side can really seal it. I think that they can't do it in time. The PAC buggy can go all the way to the back flag from the outside of walls and the inside making strategy for this map very interesting. Again, lots of high ground with walls, towers and buildings roof. EU could easily decide to let Power and Entry go and lock the rest falling to a 3-3 flag situation but that could only be done in scrim... or really organized pubbing lol. As someone pointed out, 5th flag maybe too easy to get.
Kentucky:
I really like that tank haha. Sentry guns in high grass at the start can be a serious pain for the PAC side as the map is small and they can cover like 2/3 of the distance between the 1st buildings and the PAC uncap. Lots of entry/strategy/flanking possibilities. Good seeding map.
Tampa:
Lol what a crazy fun, lot of lag. Funny thinking break map
FrozenRevenge:
Symmetric map making enemy moves relatively obvious. Linear map... I think lol unless there is some secrets back road. From what I've seen, it really depend on the start as the map is small, flags are close and moves are predictable. FAV's are not really useful after the 1st rush as the straight roads make it quite easy to stop. Adding one walker on each side could help on flags like farm, statue, and the closest one to PAC (Can't remember the name).
ClanMIA:
I really liked it. Well balanced map. Many flanking possibilities to jump over walls, use the high ground north west road to straight between EU/PAC uncap. Spawn point in midair and skins are just some little extras to "pimp" that map. Definitely my favourite map in all the customs maps today. One thing I'm not sure if is there is an entry in the bunker south west of the EU uncap... I never found the entry... didn't look for it really... but it could be a nice addition if there's none and you can do it.
3rd: Game settings
Spawn time / disband squad / time switching etc. Just like you said above.
Thanks again Zhohar. It was some nice fun.