CP Steel (Team Fortress 2)

Steel is a Control Point map. CP_Steel was added in the Heavy Update due to it's high quality.

Good Qualities

 * 1) The map introduces a brand new and creative concept to the Control Point map style, where capturing the auxiliary points A to D makes the capturing of E, the main point, easier. This allows for many creative team compositions where the attacking team can either go straight for E, or capture all the points in order. It is a popular map in competitive for this reason.
 * 2) Interesting stage interactions. For example, capturing Point A opens a brand new route for BLU to storm RED's base, Point B pushes the RED spawn back, Point C extends catwalks onto E and D locks RED from their quickest route to E.
 * 3) A wide diversity of landscapes means different classes excel in different areas of the map. For example, the vast open area of Point B makes soldiers and demoman great picks for rocket/sticky jumping, while Point D has tight corridors making Pyro and Heavy excel in that area. Spy is useful for informing his team about the potential movement of the attacking team at Point A.
 * 4) Helpful tutorial chalkboard tells the BLU and RED team which points to defend or attack.
 * 5) Interesting stage aesthetics, such as the BLU Spawn having a trainyard behind the fence, or the huge rocket over Point E that sucks players into the pit if it successfully is defended. What starts as rural buildings near the BLU Spawn quickly progresses into a weapons warehouse and a large urban missile base.
 * 6) While Point E has a large pit around it, there is a small walkway cleverly placed that can save people from falling down.
 * 7) Health Kits and Ammo Boxes are relatively balanced around the map.
 * 8) Spawn camping is difficult because all spawns have at least three exits out.
 * 9) Decent number of flanking routes. Capturing A allows the BLU team to appear behind the RED team.
 * 10) Good usage of verticality in the map adds to the depth of the map. This includes the large cliff for Point A for the attackers, or the defending balcony for the RED team on E.

Flaws

 * 1) The complexity of the map means that newer players can often get lost in the map.
 * 2) Some areas are very crammed that results in spam, such as the corridor linking Point C and D is risky for the BLU team as they are easily spammed out.
 * 3) Gameplay can become stressful for the defending team if they cannot coordinate between defending two points at once.
 * 4) The door between point B and C opens unnecessarily slowly.
 * 5) Enemy Demomen can launch grenades into the BLU Spawn over the roof.