This is somewhat related to statistics but it seemed a bit more relevant in this forum.&nbsp; I&#039;m waiting on this season to finish up to update map info I&#039;ve been compiling per the last 5 seasons. Currently only 3 seasons are up.&nbsp; I&#039;m sure many have noticed it before but there are definitely patterns for specific map types.&nbsp; I&#039;d figure it&#039;d be interesting to have a discussion on it, how it relates to the IDL and how maps are classified.<br /><br />Basically there seem to be 6 different types of maps but I could be wrong as well.<br /><br />-High scoring insanity, think ZDCTF18: The Old Castle, THIRTY417: Buntaluffigus or ZDCTF13: Twice as Simple.&nbsp; Almost every round goes 5 caps and chaos ensues.&nbsp; These maps feature relatively large cap differences between teams but all teams score a lot even if matches are not the closest.&nbsp; The strength of this style of map is since there is a lot of offense, flag action occurs non-stop so you always have to be reacting to the situation, as flag action disrupts positions.&nbsp; Speed and aggression are often rewarded and flags are often out of both bases at the same time.&nbsp; Weakness would be while defense is still very important, playing slow or grinding here is near impossible and shut outs rarely happen.&nbsp; I personally don&#039;t see this as a weakness however.<br /><br />-The great grinds, think ZDCTF07: The Excavation, ODA02: Something Epic II or ZDCTF24: Crawl Space.&nbsp; These maps can feel more like TDM than CTF as flag action can be spotty to non-existent at times.&nbsp; Chokepoints lead to few flag touches and epic frag battles.&nbsp; The strength of these maps are it produces close matches and disciplined positional play.&nbsp; Weaknesses are repetitive action, strong defense even on average teams, and low scoring matches all around which can lead to many ties.&nbsp; I think these maps are flawed in modern CTF and glad to see them not getting played&nbsp; much anymore.<br /><br />-The balanced map, think ZDCTF26: Status: Idle or ZDE01: Cold Sweats.&nbsp; Generally classic maps which produce balanced play.&nbsp; A strong player here can focus the map to their style easier than most maps.&nbsp; Defense, middle, and offense all play about equal roles and there are generally no extremes.&nbsp; As a balanced map it does not have any major weaknesses but is definitely a &quot;known quantity&quot; which players are familiar with.&nbsp; Few new tactics or strategies happen here, but great play pays off.<br /><br />-Random shit happens, think ZDU08: Brickrun, ZDCTF03: Exophase or ZDCTF19: UAC Headquarters.&nbsp; One wrong turn and oops you just let them score on you.&nbsp; Often these maps don&#039;t often give you second chances as an individual player and you need to rely on team mates to cover fuck ups.&nbsp; These maps force you to make choices and your choice can often go either way depending on luck.&nbsp;  Compartmentalized, you often can not see much, so your awareness is based on instinct not sight.&nbsp; Strengths are the unexpected is going to happen, unless you are wall hacking, even the best players will make bad choices on these maps.&nbsp; Weaknesses are the exact same as the strength since you can never know for sure if that flag runner doubled back or not, you just have to take a risk and go for it.&nbsp; Overall fairly balanced maps but a smart runner can work magic and the dice can come up snake eyes for anyone.<br /><br />-The unbalanced map, think THIRTY413: Azathoth&#039;s Decayed Base of Boppin or ZDCTF16: Return to Phobos.&nbsp; These maps cater to specific item(s), usually which gives a player 200/200. Upon becoming stacked this player will then attack and survive much more damage than usual.&nbsp; It can make the map a bit one dimensional as often the player(s) slotted into the power position are the match deciders.&nbsp; Teamplay can often counter act the enemy superman but if denied the ability to make your own superman you often lose.&nbsp; Frequently leads to item control being the most important factor of the map and managing a player to get 200/200 over and over.&nbsp; Strengths are these maps require great teamplay as any imbalance needs to be forcefully attacked as a team until neutralized.&nbsp; Weaknesses are one player per team is often going to be the focal point and their performance is going to vastly affect match outcome.&nbsp; If you are not chosen to be your team&#039;s superman, you might feel left out.&nbsp; It can lead to the most lopsided matches of any map style.<br /><br />-The fraggy map, think ZDCTF01: Fortress Collision, ZDCTF04: Ralphis Magical Ice Forts, ZDE07: Unholy War, or THIRTY431: Mountain Zero.&nbsp; While not as bad as the great grinds these maps value frag power most.&nbsp; If you can&#039;t frag you likely will just be a speed bump here.&nbsp; Brute force is often one dimensional and there is not much else you can do to win.&nbsp; Strengths are strong players and basic teamplay get rewarded.&nbsp; Weaknesses are running often need not be slick, fast or sneaky and it depends mainly on cover and fragging.&nbsp; While fragging is not all that matters it is the largest part of these maps.&nbsp; Doom is still a deathmatch game at the core even in CTF and these maps don&#039;t venture far from the deathmatch roots.