First off, map has great potential. Even made me signup here to provide hopefully some constructive feedback
The obvious
- Jumppad behind base is broken
- Low mid spawn is just spawnkill fest
I might be proven differently when we get the know the more map, but after playing the map twice yesterday it feels like it's too runner friendly.
Grudge fe. is also very attacker friendly (many routes, lots of switching possible, etc), but due to the spawns and the open nature of both bases, it's still possible to track EFC with 2 experienced people and to get a shot. You end up with a high grab map, but not _that_ easy to cap on. Same with command.
On PryXon it feels like it's too easy tho to switch around with oppo not able to see/prevent it, due to the many cornered walls that block view/shots. Basically if you're two dodges behind someone they can simply outrun you without leaving a shot and uncertain what route. Considering most spawns are also not really in the mid, but more towards each base, this leaves far less opportunity to catch up with the opponent (compared to basically all proven maps). Only teamplay mechanism to solve this on first look is fallback.
Second point would be that the base entrances and distance to flagpost is too short. No second change for a defender as with basically all other maps. Combined with above point this basically means you don't have a real second change to get the EFC back when shot and it's a free run if u're playing against decent runners.
First suggestion would be well placed windows, fe. with sprinta in base that gives view between high/low route.
Second suggestion would be to make the cover from walls a bit less extreme, especially on the sides. Not only does this give the D a better view, also it allows for the other team to chase FC if it's side. Currently you can simply dodge quick enough without them getting a shot.