if you are referring to Prison, I can assure you it had nothing to do with the spawns.
I did not actually recall prison to mind. I don't even want to talk about prison, as it was a map that half my clan had never played. Btw, don't try to talk to me about trying new maps, I'm the guy who loves Ravine and Wilderness.
The standard urban GhR-map has 1-3 to the three exits from each spawn point, almost always they lead to a shared middle. You can deadlock any map with limited movement.
Some of them sure. What about maps like wilderness or battlefield? Some of the spawns have no bottlenecks whatsoever. These are the maps for domination, not maps which revolve around the control of doorways. There is a fatal flaw present in being able to win by watching doors! I once proposed a mod similar to domination... it solved this problem, while dom does not. You lose in dom by merely being there, as points accumulate. One team can win by holding only 3/5 of the map!
In my opinion, Reservoir is a map where players get to show what they are made off. If you play Domination, it is even more of a test. That is why I felt cocky and picked Reservoir Domination. Not because I wanted to take advantage of uneven spawns, but simply to rub my team's skill in your face. Ironically, we did the most basic screw up and got totally owned.
Hmm, screw up being we trapped you underground. That adds weight to my point. In either case, if you were trying to rub your ability in our face, why did you do it by picking maps on which one team or the other was trapped at their spawn? I don't care how good you are, you show me how it is even possible to win if you spawn underground on reservior. Not to mention, I found a dedust style glitch on the thing.
Sure, I object a bit to the spawn points, but what can you do?
What can we do? Move the spawn points, as was done before. However, the maps are still very compartmentalized (if you know what that means), and thus either side can be trapped without an exit in a heartbeat.
When people are shown new maps, they will actually sit down and develop brand new and hopefully unique tactics.
Totally backwards. There was nothing new in your tactics, it was just a new place to put them. Get to the doorways before they do and nade the door... yeah real genius. It just doesn't agree with me when you can section the opposing team into a small area with minimal effort. This doesn't happen on just the new maps, red square is a good example of the same thing from the old list.
For a better example of what I mean, think of seige on vilnius. The defense gets the spawn where the .50 cals are. I rarely if ever saw an offense succeed, because it is so obvious how to stuff up the few entrances. Now take this, change it to domination and invert it, such that the defense must get out before the offense has too many domination points to be overcome and the offense is covering the exits. Sounds like absolute murder, and that is what I am trying to combat in several maps. I don't care how much skill you think it takes to run to 3 locations on the map and train your gl on a door, I think it creates sh**ty gameplay. It is pretty hard to call the winner every time you spawn on a map, but I did so every time we played certain maps in that cb.
What I can see is that these maps are harder than the old maps for a reason: There are no clich?es!
I argue the exact opposite, these new maps are easier, given certain spawns, not harder. They are maps more suitable for raven shield, like the counterstrike they came from. Heck, just imagine how cheesy raven would be with an oicw/gl. Indoor maps are destroyed gameplay-wise when you introduce grenade launchers and the instant knowledge of your enemy's spawn (courtesy of your map and the dom smoke). Ghost recon should really be played on maps with rolling hills and broken terrain (2.0 maps anyone?), leaving buildings to raven. How many of the cd released ghost missions, after all, are on small maps?