isnt there a forum section for threads like this ?You are aware no one ever reads that section, right?
Pretty map, but have no points defenders try to hold not counting the flag.
There are three entrances to the flag: Doors, Backdoors and Roof. Doors and backdoors are very easy to defend. Roof is bit harder without mauls, but still very good for defenders.
So the proven tactic is just camp the flag and entrances after stabbing trough the main gate to delay defenders at the start of round.
Hills look unrealistic, just saying.
Edit: to judge the map properly:
a) is the wall inside the monastery low enough to shoot from the sides down onto the entrance road?
b) that tower on that corner, left of the gate (from the view of the attackers), which is between the main and the side gate, does it have those "murder holes" (that's how they are called in German) in the floor? Looks it could have them. Would make that corner a pretty deadly bottleneck.
Good ideas, but if anything I've seen defense being at an advantage already, so not sure I would want to add more to their defense...there's places to shoot at the attackers opening front gate and side gate already.
not sure why people are voting that defence has an advantage... It's true the first choke is fairly strong, but once attack breaks those double doors and pushes through and forces defence back their only fighting spot is at flag. Only an elite D could hold that choke for the whole round, considering it's right beside attacker spawn. At that point it's just a straight 20 second run from attacker spawn to flag.
I would add a gate with opening mechanism to the main door of monestary.
Because flag has 2 even smaller chokepoints, the gap in the doubledoors which 3 shielders can block easily and the stairs up which 2 people can block easily. Archers all the while have massive height bonus and owning the crap outta incoming attackers.