I played Rochester Castle today with roughly 58 people and just wanted to share my view on the map and perhaps some of its possible issues.
- Spawning as an attacker across the bridge can lead to a bit of a walk (At least compared to other routes).
I was a little sad each time I spawned there and while the distance isn't anything ridiculous, it might be nice to shorten the bridge somewhat.
- I noticed as attacker that there are at least two roofs that many people jump onto from the wall which perhaps cause a small issue.
[one is shown on the left side of the below picture]
The problem is that many people naturally jump onto these roofs to get to the ground but then realize that the fall is farther than they had expected.
There is then no way for them to get off the roofs other than jumping down and taking fall damage(a fall from the roof shown above took around 50%
of my health, while wearing basically no armor[if that matters...]). I realize that if you are very careful you can fall down right onto the steps below or
next to them and take no fall damage. However, many people don't realize this and I witnessed numerous occasions where people hung around on
the roof looking for a safe place to jump off.
- It would be great if you could think of a way to encourage more people to use the rear path to flag. This would require defense to spread their forces
a little more and basically it's just really cool having to watch both ascent paths. Though, this slight issue may deal with itself after people become
more accustomed to the map.
- While climbing the main stone stairs to flag as attacker I found that defenders often dropped down behind attackers from the 4th flight of stairs to
the 3rd. I believe this was a mixture of people who intended to flank attacking forces and those who fell off the relatively slender 4th flight of stairs.
The only reason I'm mentioning this is if it turns out that people see this map as favoring the defenders (which seems possible) you could perhaps
place a railing on the 4th flight of stairs like you did on the 3rd. It seemed to me that many pushes to flag were stopped at this point.
**EDIT** After further consideration I now believe that the above suggestion could probably be disregarded. ^^- Another possible issue is that once attackers get to flag they are very nearly completely surrounded by hard to reach archers. making it difficult to
hold the position. Honestly, I'm not sure how I would suggest you solve this problem as I really like the current layout of the flag area. I believe a
greater emphasis on the rear path to flag would clear our most of the archers, but this didn't seem to happen very often and certainly not in force
(at least the times I played).
Overall, I liked this map A LOT. It has a great sense of scale and I very much enjoyed playing on both attack and defense. It's also original and
therefore is a welcome change of pace within the current rotation.