Some thoughts:
- I never liked upward. It's set up well but the actual physical geometry of the map makes me sick. Some of the stuff around the last point is disgusting. Yes, we all know that PL maps with open areas like upward and badwater and swiftwater are great for highlander, but that doesn't mean that great maps can still have horrible flaws. Badwater is one of TF2's best maps, but that's not because it's designed specifically well, it's because it has almost no design flaws and it's in a format and formula that just outright works so well. Upward is like a direct downgraded version and I feel like anyone who prefers it to badwater either doesn't have enough experience with the two + tf2 as a whole, or has fanboy issues and judges it for reasons that aren't cohesive with the design goals of the game (wrangler anyone?). I sort of understand why people complain about it being taken out, but at the same time I feel like it's gotta be replaced eventually because it has so many geometry problems. No qualms here about it being taken out.
- I'm really glad croissant is in. Being a map in the serious season will make people learn it, and I know that once people are used to it it'll be more liked. It's not badlands, but it's better than snakewater (for HL).
- Process is the future of TF2 maps.
- Barnblitz pro has some amazing changes that really help the map out. I'm scared of this one new flank into the last point being too close to a full health kit, but we'll see how it goes and if it's changed.
- I really don't like haunt/vitalism on design principle grounds. Almost everyone who tries to make a good CTF map either does The Exact Same Thing As Always or Changes The Gamemode. Why not make ctf_2fort_pro? Why not make it dual koth so that it's like CTF with Capture Points? I would have fun with those, but they'll never be as good as what would happen if, say you take what turbine is to 2fort, look at the difference between how they play, and then make something that's even more extreme. Doublecross doesn't count, because it lacks one of CTF's major two necessities: The ability to cut off the flag carrier. Maybe I'm biased, and maybe CTF will just never work well if engineer's allowed, maybe the number of players matters too; I still think that if you too cp_process and put flags on the 2/4 cap points (yes, the physical point) with all the traditional TF2 CTF mechanics, it would be an absolutely great CTF map. Sorry that this part turned into more of a rant about the state of things than my thoughts on the map, but it's the best I've got.
- cp_steel is weird, but I think it's pretty cool. It has its faults but I don't see anything wrong with putting it in the rotation, especially since it's the only map with its "mode".
- Arctic is like a viaduct remake but better for highlander. It's alright. Has a couple geometry problems (mostly just how awkward that sign with the little dip right off the cap point is) but nothing like upward.