This is a 5-point control map, and much smaller than the stock 5-point maps. There are two entry points to each point, rather than the three entry points that is typical for this style of map.
There isn't a lot of variety of elevation or buildings, so some classes might not have the opportunity to shine. I think the gameplay will be fairly straightforward, and better for small numbers. Perhaps a good map to spark an empty server with.
Give me a bit and I'll try to have it uploaded sometime tomorrow with the HTTP download setup. Then I can schedule an event in the TG:TF2 Steam community for a test (I figure we might as well test that out as well) of the map on server #2.
cp_lazytown has been added to server #2 for testing. Also, I just tested the HTTP download settings (thanks pokerface and Schwa) and it works great. Anyways, I figured we could load the map and seed it tonight. I'm debating on passwording the server or not.
If you care to be in on this testing, try and be in the TG:TF2 steam chat room. More information will be available in there. Right now, we're just working out a few things. In the future, I hope to have a more standardized system setup for map testing.
I recently played this map and I have to say I like it - it offers a nice change of pace and mixes up some the game mechanics to a what I can only describe as the good ol Toll/Harbor Choke Meatgrinder.
Full Map Review by Avs
Overall: 56/100. (Breakdown below)
Brief Summary: This is a CP map. There are 5 capture points. There are a maximum of 2 routes to take. There is no round timer. With no round timer and long capture times, this map makes for more intense team pushes and group captures. Scout rushes can be useful in securing the first secondary capture point allowing you to have an advantage in capturing the middle quicker while the opposing team is still capturing their own secondary capture point. There are some roofs in the middle allowing for demomen and soldiers to jump on top of, but other than those, aerial tricks are limited. This map is a mirror map, both sides look exactly the same in layout, except by difference of doodads that are placed which slightly change the way either team defends their final point. Spawn zones are about a 8 second walk to the primary CP. The flexibility for sentry placement is quite low, but because of the limited routes and long capture times, and decent traveling distances engineering teleports will be of great importance.
Capture Points: The secondary and neutral capture points are 50 second captures. The blue and red primary (the ones they start off with) capture points are 70 second captures.
Tactical: 60/100 The lack of a third route will show that this map is more of a push map stressing heavy emphasis on teamplay. While this is good, it brings some unfavorable circumstances to more interesting strategies involving split groups.
Design: 60/100 The layout of this map is mirrored. The object difference actually detracts from the fairness of certain rooms, but other than that does not really affect the entire gameplay. Poor management of the secondary points and lack of health/ammo spawns stretch the logistics of this map very thin.
Aesthetics: 5/10 Being the very first map ever to come out for TF2 as a custom map, it lacks the SDK necessary to make use of the palette. The plainness of the map however allows the player to focus more on fragging.
Class Balance: 5/9 Snipers have a huge advantage in being able to snipe from spawn to the secondary point, with an invisible anti-camp barrier protecting them from snipes (but not projectiles). Engineers could benefit from more turret setup locations. Spies will find it difficult to operate in tight areas. Scouts have limited breathing room.
Please note that even though its score is considered an F in academia, this map is considerably a lot better than what you’d get elsewhere. The official release maps do not score much higher than this map as they are also far from perfect or enjoyable at times.