Maps that absolutely need to go:
MAP10: Confrontation - IDLCONT11-21
One thing that really doesn't bode well with Doom is vertical-style mapping, since it's a 2.5D game after all, and vertical describes the entire mid in this map. Mid has very poor visibility (which reduces their effectiveness) and generally the best way to play D is to camp the flag room because of the different pathways and the inability to tell where the enemy runner is. Boring.
MAP14: Generic Gray - THIRTY4-09
The only reason this map is still around is because top players haven't abused the teleport enough. Either modify the teleports so that they're instant or get rid of the whole thing.
MAP23: Crypts of the Damned - RAGECTF06
I don't think this map is
as bad as others make it sound, but it's still inconsistent and wonky. Setting up defence isn't hard, but most spawns
will screw you over if you die as soon as the enemy gets your flag. Also, lift shenanigans.
Other maps that should be removed eventually:
MAP02: Reign of Steel - RAGECTF17
I haven't seen this map get picked at all over the past month of priv. It looks nice, but it has terrible flow. Maybe it'd be a good map if this was a different arena shooter.
MAP13: A's... Base of Boppin' - THIRTY4-13
As "intellectual" as this map is, it really just encourages stalling most of the time, even in a 4v4 setting. It's a bore to play and to watch.
MAP15: The Hex Core - CORECTF20
Oh boy, another map that says "fuck you" to good defence play and puts all hopes of success on the mid player alone. If the enemy kills you as they take the flag and you don't get the lone spawn that's next to the flag, your only options are to search one of two other pathways (and take a ~50% risk of getting juked) or camp the mid (only safe option, in my opinion). The meta boils down to which team has the better mid to clear it at the right time for the flag runner to come out of one of many safe areas.
MAP25: Infection - RAGECTF21
A single large and wide corridor that comprises almost the entire map makes for a tedious grindfest. Also, more vertical bullshit at mid.
As for new map recommendations, I'd go with Toxic Refineries II (CORE29), Towering Gardens (CORE24), Mercurial (RAGECTF09) and Titania Base (CORE28). I haven't tested any of the 32in24-16 maps, but the one that looked most interesting to me, out of the recommended maps in the previous posts, was MAP22. It may be a little simplistic, but still provides solid positioning for defence, mid and offence, and gives you enough visibility of key areas in the map without sacrificing cover.
Dastan wrote:-Old map 25 from IDL2012 (Frank's map)
Are you kidding? That map is horrendous and unpolished. We have enough brainless maps as is.
Decay wrote:RageCTF 01: Slave Machinery
This is a good map. It could work as one of the "offence-heavy" maps that still plays fair to defence.
Decay wrote:RageCTF 10: Last Remains
It has a weird "pub" layout to it and I doubt it would keep the interest of priv players for long.
Decay wrote:Rage13: Castle Crush
The map has bad visibility all around (mid becomes a hide-and-seek minigame) which, coupled with the abundance and easy accessibility to armours, makes for a frustrating experience trying to kill enemies, and not a map I'd want to invest learning and getting good at.
Dastan wrote:-VeloCTF31
In spite of being another instance of Vertical Bullshit (TM), it still plays relatively decent gameplay-wise. Although, I don't see it being a solid replacement to any of the currently existing maps.