MAP08 is trash relying on stupid RJ abuse to cap flags.&nbsp; Why don&#039;t you post some great MAP08 matches and maybe I&#039;ll change my mind (3v3 only as that all that matters in regards to the IDL).&nbsp; Us newbies in the IDL aren&#039;t all Czech you know!&nbsp; In all seriousness I&#039;d have no complaint against MAP08 if the middle wall trick was removed.&nbsp; You&#039;d actually have to earn your way across middle then with team cover or mad skillz.<br /><br />Oh, and since Ladna asked here is my take on the current IDL wad maps.<br /><br />[b]replace/remove 1, 2, 7, 10, 11, 12, 14, 16, 19, 24[/b]<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp.wad/1-fortress-collision.gif[/img]<br />[b]ZDCTF01: Fortress Collision[/b]<br />1 While still working in 3v3 (anything higher makes it much worse) I think there are far better options out there.&nbsp; Many other frag heavy maps offer more depth.&nbsp; This map is extremely defensive and dominated by the difficulty in getting a flag off the pedastal.&nbsp; Defensive SG spawners often cut down any attempt by an enemy to leave with a flag at middle.&nbsp; It&#039;s mostly just three big rooms, nuff said.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/odactf1.wad/map02%20-%20Something%20Epic%20II.png[/img]<br />[b]ODACTF02: Something Epic II[/b]<br />2 I won my first MasterBowl here so you&#039;d think I&#039;d love this map but it&#039;s not the case.&nbsp; A wide open flag room and SSG spawners make this into a grind.&nbsp; The teleporter can be used to good advantage but the problem is getting to the flag AND getting it into a teleporter.&nbsp; It usually is not going to happen even if you have divine intervention on your side.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp.wad/7-the-excavation.gif[/img]<br />[b]ZDCTF07: The Excavation[/b]<br />7 Numerous singular chokepoints that you must use make this near close to the ultimate grind.&nbsp; Surprisingly enough in larger matches than 3v3 plasmas spam and spawn point control can make this map more viable but it is never really that good.&nbsp; I&#039;m glad this is no longer the IDL opener!<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp2.wad/11-tribute.gif[/img]<br />[b]ZDCTF11: Tribute[/b]<br />11 Too big for 3v3 as often large areas of the map are without player presence.&nbsp; Two main routes and a big battle for mid field offer some depth but ultimately this map just doesn&#039;t play well in 3v3.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/32in24-4final.wad/map13_-_Azathoths_Decayed_Base_of_Boppin.png[/img]<br />[b]THIRTY413: Azathoth&#039;s Decayed Base of Boppin[/b]<br />12 I personally do like not this map because I feel like the 200/200 guy is too important here with plasma and running flags.&nbsp; I like CTF to be more of a team effort.&nbsp; This just feels abusive to me and there does not appear to be any strategy to counter it.&nbsp; I quite like the layout of the map but I just feel the 200/200 combo with plasma is just the only real option on the map now.&nbsp; Maps need variety.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp2.wad/16-return-to-phobos.gif[/img]<br />[b]ZDCTF16: Return to Phobos[/b]<br />16 It&#039;s a fucking hall, need I say more.&nbsp; While you think this map would have some real depth with 3 spheres to control and a few other options (OMG plasma!) this map still fails to deliver.&nbsp; The distance flag to flag and the amount of time you need to run down a hall kills it.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp2.wad/19-uac-headquarters.gif[/img]<br />[b]ZDCTF19: UAC Headquarters[/b]<br />19 Another map which suffers from size issues.&nbsp; Once you let an enemy flag carrier out of sight you&#039;ll have trouble finding him ever again unless you randomly bump into him.&nbsp; Good in 4v4 or more, but not 3v3.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp3-.wad/24-crawl-space.png[/img]<br />[b]ZDCTF24: Crawl Space[/b]<br />24 The ultimate grind fest and defensive map.&nbsp; I&#039;m pretty sure if a competent team wanted to drag this out for a million rounds in the playoffs they could.&nbsp; Virtually impossible to score on let alone get a lot of touches in.&nbsp; You&#039;ll be praying for death after a team goes 3D for lulz.&nbsp; Oh, it also has a BFG that is a death trap just to piss you off even more.<br /><br />[b]maybe replace 5, 6, 8, 9, 21, 25, 27, 30[/b] <br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdectfmp2.wad/Map05%20-%20Legacy.png[/img]<br />[b]ZDE05: Legacy[/b]<br />5&nbsp; Actually have barely played this and never see it picked in priv.&nbsp; The matches on it were good but in my gut I just feel the middle area is too big and open.&nbsp; Like to play it some more.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/madctf.wad/Map11%20-%20Caves.png[/img]<br />[b]MADCTF11: Caves[/b]<br />6&nbsp; Haven&#039;t played this one much either.&nbsp; Given what I&#039;ve seen I&#039;d dare say it is too offensive and nigh impossible to keep your flag in base long.&nbsp; Seems too chaotic.&nbsp; Need to play it some more.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp.wad/8-something-epic.gif[/img]<br />[b]ZDCTF08: Something Epic[/b]<br />8&nbsp; Classic morphed into RJ abuse extreme and heavy defense to try and stop it.&nbsp; While a variety of routes exist good luck using them to any effect versus heavy D.&nbsp; The saving grace here is that it features heavy RJ use which virtually no other maps do.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp.wad/9-frozen.gif[/img]<br />[b]ZDCTF09: Frozen[/b]<br />9&nbsp; Featuring the BFG this map has a unique style.&nbsp; The main problem is often teams end up fragging and fighting for BFG all match.&nbsp; The side door makes capturing a possibility.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/32in24-4final.wad/map09_-_Generic_Gray.png[/img]<br />[b]THIRTY409: Generic Gray[/b]<br />14&nbsp; It&#039;s a fucking hall, part duex.&nbsp; The back gate is this maps only saving grace but even that doesn&#039;t do enough to make this good.&nbsp; I&#039;ll admit it does play OK but I just find rushing down the only hall way over and over to be bad form.&nbsp; There are better options out there.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp3-.wad/27-exophase-3.png[/img]<br />[b]ZDCTF27: Exophase 3[/b]<br />27 Full of berserk packs, blue armor, some health and plasma this map has a lot of depth yet the long hall way flag area makes it very hard to get much traction on O.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zductf.wad/map30.jpg[/img]<br />[b]ZDU30: Redemption II[/b]<br />30 A very defensive map especially when teams abuse plasma spam but the back lifts allow a runner to use location confusion to his advantage.&nbsp; Blue armor also can be used effectively at times but it remains an item hard to secure.<br /><br />What is interesting is most of the maps are good and were used as regular season maps.&nbsp; Out of my rankings of the maps versus what was used:<br /><br />Week 1 MAP29, keeper<br />Week 2 MAP22, keeper<br />Week 3 MAP18, keeper<br />Week 4 MAP05, maybe replace<br />Week 5 MAP20, keeper<br />Week 6 MAP01, replace<br />Week 7 MAP32, keeper<br />Week 8 MAP31, keeper<br />EBL Homefield MAP20, keeper<br />BSK Homefield MAP22, keeper<br />SUC Homefield MAP12, replace<br />BBC Homefield MAP17, keeper<br />MasterBowl MAP03, keeper<br /><br /><br />So I do have some faith in the board and IDL players.&nbsp; Teams seemed to prefer good maps even in their home field picks.&nbsp; I put this down to these maps just being fun and still very possible to win at.&nbsp; We can keep going and just have all awesome maps in the future.&nbsp; The IDL wad doesn&#039;t have to be 32 maps if there aren&#039;t enough quality maps to fill it out!<br /><br />[b]keep 3, 4, 13, 15, 17, 18, 20, 22, 23, 26, 28, 29, 31, 32[/b]<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp.wad/3-exophase.gif[/img]<br />[b]ZDCTF03: Exophase[/b]<br />3&nbsp; This map has proven itself as wild and unpredictable.&nbsp; I think that is about the highest praise you can given a CTF map.&nbsp; It&#039;s not my favorite map since it has no real middle but I love watching teams play this.&nbsp; 2D is viable but I&#039;ve managed to get a flag out past 3D in the flag room in an IDL match.&nbsp; Anything is possible here.&nbsp; The DOOR for first pick.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp.wad/4-ralphis-magical-ice-forts.gif[/img]<br />[b]ZDCTF04: Ralphis Magical Ice Forts[/b]<br />4&nbsp; Frequently played classic which continues to hold up well due to allowing runners to make choices.&nbsp; Some tricks to drop flags on the bridges or middle into the sewers promotes smart play.&nbsp; A bit defense heavy but enough flag excitement to keep things interesting.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp2.wad/13-twice-as-simple.gif[/img]<br />[b]ZDCTF13: Twice as Simple[/b]<br />13 High speed wall running, huge variety of routes, back tracking and even hiding allows this map to stay fresh.&nbsp; Lots of crazy flag action here as runners frequently get lost by the defense trying to track them.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp2.wad/15-sewers-smell-bad.gif[/img]<br />[b]ZDCTF15: Sewers Smell Bad[/b]<br />15 Spawns seem to be off position forcing teams to play haphazardly at times and allowing flags to often leave their base but not necessarily get captured.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/32in24-4final.wad/map17_-_Buntaluffigus.png[/img]<br />[b]THIRTY417: Buntaluffigus[/b]<br />17 Originally disliked this map due to the ease and speed of capturing flags occured.&nbsp; Now that 2D is widely used here it&#039;s become more balanced.&nbsp; Still explosive you see many stand offs happeng.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp2.wad/18-the-old-castle.gif[/img]<br />[b]ZDCTF18: The Old Castle[/b]<br />18 Classic high pressure offensive map where lots of middle flag returns happen.&nbsp; Stopping your flag from leaving the flag room is near impossible.&nbsp; Chaos and speed mixed blended together.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdectfmp2.wad/Map01%20-%20Cold%20Sweats.png[/img]<br />[b]ZDE01: Cold Sweats[/b]<br />20 Strong middle area but enough options for runners once they manage to get into the enemy base proper.&nbsp; Stand offs here are frequently intense as lots of tricks allow a runner to hang onto a flag for a long time.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/32in24-7.wad/map22_-_Gargantuan_Retarded.png[/img]<br />[b]THIRTY722: Gargantuan Retarded[/b]<br />22 Middle area dominated by sphere allows powerups to play a role in a map without being over powered.&nbsp; A wide variety of routes while still allowing mass fragging to occur straight up the middle.&nbsp; Defending here is tough as people come at you from all sides.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zductf.wad/map08.jpg[/img]<br />[b]ZDU08: Brickrun[/b]<br />23 Reminds me of ZDCTF MAP19 except more manageable in size to fit 3v3 play.&nbsp; There are probably too many routes here as a runner can quickly disappear once he loses the defense.&nbsp; Hiding and stand offs are a regular occurrence yet the map is not too big.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdctfmp3-.wad/26-status-idle.png[/img]<br />[b]ZDCTF26: Status Idle[/b]<br />26 Mainly a brute force map but with a good twist.&nbsp; Back halls and a main center lift allow runners some flexibility in their flagging attempts.&nbsp; Two blue armors allow runners the extra life they often need to pull off a daring capture.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdectfmp2.wad/Map07%20-%20Unholy%20War.png[/img]<br />[b]ZDE07: Unholy War[/b]<br />28 An improved version of MAP01 with more options and depth.&nbsp; Still dominated by a mid field this map offers very strong D but gives runners a few routes.&nbsp; Blue armor also spices things up and you never know who will have it.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/zdectfmp2.wad/Map19%20-%20Toxic%20Refineries.png[/img]<br />[b]ZDE19: Toxic Refineries[/b]<br />29 Teams are often struggling to stay balanced and on position here as it is easy to tip over to one side.&nbsp; A large middle area with blue armor adds some spice to the map.&nbsp; Runners can hide out or double back if they gain access to the long hall way giving them some breathing room.&nbsp; Plasma also makes an appearance but is often ignored.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/32in24-4final.wad/map31_-_Mountain_Zero.png[/img]<br />[b]THIRTY431: Mountain Zero[/b]<br />31 A frag fest which works since it is small enough to let enough flags slip out of the bases.&nbsp; Not much variety here but sometimes the teleporter can be used to good effect to capture flags.<br /><br />[img]http://static.intldoomleague.org/map_screenshots/32in24-7.wad/map27_-_Insane_Gunslinger_Compound.png[/img]<br />[b]THIRTY727: Insane Gunslinger Compound[/b]<br />32 A map I dislike but I admit it often leads to a good action.&nbsp; The flag room based D is often tough to crack but once a flag can get out you never quite know where it&#039;ll end up.&nbsp; Being extremely vertical makes it stand out from most maps.<br /><br />As for new IDL maps I&#039;d have to go looking but most SmartCTF maps are worthy.