Sherwoodfanisn't this also somewhat a stalemate? an endless midfight settled by dm and/or better spawn waves? if you're missing part of your team for whatever reason during a postfight creative teamplay goes down the drain and you lose because of player advantage...
I'd have to disagree, and I think the disconnect in our thinking is because we both envision different builds of the 3CP map in question.
In our current format, everything is basically a 6v6 fight or 6v5 fight. Mid fights, holding 2nd, etc.
1 team is full attack and the other full defense. One slip or break here or there gives an advantage and the whole team pushes and/or retreats. In my opinion, over 10 years, there is a lack of creativity and fresh strategy on this front.
If the 3 CP map was created properly, each middle CP could have its own enclosed area of sorts. Then, both teams flank players could actually do what their name suggests and be creative while making plays and not just to "force an uber".
6 ppl playing around a medic would also go away and more of a "team fighting" mentality would exist in different areas of the map because you need to defend points simultaneously while you stage an attack.
Player/Uber advantage would still remain the biggest factors so nothing changes at the core of the game.
AntimoonMake a super big mid, and sniper pretty much becomes an upgrade to scout, and we all know how much fun perma sniper is in 6's. Also, why would you not want teams smashing into eachother for midfights, that's one of the most exciting and entertaining parts of the game.
Like what I said above, we are thinking about 2 different builds of the map. My thinking is to have the mid very large but compartmentalized so each CP is basically a a stand alone point but all 3 points on Mid are connected. A sniper in that environment would not be effective in all 3 areas, maybe just 1 or 2 so that's not overpowered.
I feel you about mid fights being exciting and I agree to a point. If the teams are evenly matched, then mid fights tend to be very exciting. However, when teams are not evenly matched, the team with a skill disadvantage has a better chance to flip the results if the map is not so linear. With more options for creative play and strategy, even a team with a serious skill gap could put up more of a challenge. Isn't that more beneficial in the end? More competitive matches?