- Obi Wan Stevobi
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- Exalted Mythic Member
Isolation had constantly respawning regens in an easily defended room down low that could cover rocket spawns. High ground was overpowering with no covered approaches, so as soon as one team took the high ground, the other would hide down low and either wait the entire game out or wait for the team up top to get bored enough to go down there and give up hill control.
Guardian turned into a stalemate in high level games I played on it, and rarely reach 50 kills. because trying to attack either side required crossing a wide open territory.
Snowbound If one team wanted to sit down at the shield doors or in the lower tunnels, entire game is forced down there.
Sand Trap was the only BTB map with dynamic spawns that punished you for pushing forward. If you had a good opening rush, and killed a bunch of enemies, they would almost always spawn on top of your laser guy in the rear and have a free equalizer.
Standoff Heavies, even though default standoff was arguably the best map in the game, the gauss hag was far too overpowering and allowed you to control an entire game completely with just one weapon.
Last Resort restricted the attacking side to 4 spawn points that could be completely predicted, and fully locked down with no weapons to counter reachable.