Look I think the original thread that I created last night has devolved into a silly debate over whether or not cp_gravelpit is good or not. This was not my intention.
I never said Gravelpit is bad. It's a great map from a strategic standpoint, it's exciting for spectators, and it's a challenging test of teamwork and coordination -- all on a race against the clock. It's incredible from that point of view.
The point I was making is that if 80+ teams play a night of TF2 and it's all 2-0 something is wrong. It's not necessarily map dynamics.
As a community I want us to evaluate the viability of throwing an A/D map into the rotation at week 4. My hypothesis is that it favors the experienced players too much. For newer teams or teams hashing out chemistry issues, it's an utter disaster. We saw that in Tri Hards vs. Mixup. Even if you know the map, it's just a completely different playstyle.
We have to figure out if comp TF2 is about 5cp maps or if we need variety. If you remove Gpit from the rotation in favor of a 5cp map, then the only non map is koth_viaduct. Also, the other point that people have made is that in terms of practicing TF2, given the limited amount of scrim time that teams have in the preseason, it's significantly more economical to practice a 5cp map over an A/D or KOTH map. We saw a similar problem arise when we tried to introduce cp_standin to the rotation seasons ago.
So what do we think? Is gravelpit in the correct place in week 4 or is it too much of a disruption? Is it valuable for us to keep playing A/D or should we keep it to just 5cp and 2 KOTH maps? Do we need the variety or do we just keep it to 5cp?