Downpour (Call of Duty 4): I could understand having this map in rotation if the server didn't allow wall spamming, but I simply cannot comprehend how any server could think this was a good idea to run if wall spamming was allowed.
Wake Island (Battlefield 2): I wasn't the biggest fan of this map in BF1942, but BF2 took out what little fun there was. It always felt too restrictive, and the way that the game flowed generally made it annoying/frustrating to play when losing or boring to play when winning.
Basically, people would jump on the turrets and just shoot randomly in the direction of known high-traffic areas. Considering you could get 12-25 players on a team in the PC version, there were plenty of people to shoot out and build up killstreaks. This often left many people too scared to use about 75% of the map if they weren't waiting in the queue for the turret. Even if you managed to kill the guy on the turret, you'd often have to deal with all his friends waiting to use it when he goes to call in his killstreaks.
Wake Island (Battlefield 2): I wasn't the biggest fan of this map in BF1942, but BF2 took out what little fun there was. It always felt too restrictive, and the way that the game flowed generally made it annoying/frustrating to play when losing or boring to play when winning.
The island is set up like a horseshoe where all the bases are initially controlled by the Chinese. The Americans are out on a ship and have to storm the island. The problem is that it takes a very well-organized attack to even get set up on the island, and most teams simply don't play that organized, so it often is just making the long trip to the island only to get killed before even really getting established. Even if you can get onto the island, the map's design almost requires a linear progression through the bases. On the flip side, though, if the American team is organized and you are on a disorganized Chinese team, then the American team will absolutely route you and you'll be running around the island without any clear sense of direction of how to hold off the attack.
The problem is, if you're winning, it is often because your team is significantly more organized than the other team, which really just makes victory easy. With the Chinese, you're often waiting for something to happen, and with the Americans, what should be a hard, epic battle gets turned into basically walking into bases and taking them. The map really requires two highly organized teams to enjoy, but the idea that you can get 64 people to all organize for their respective teams and squads is just ridiculous. No matter how team-oriented you believe the BF community to be, they aren't that team oriented.
And yes, a lot of these problems exist for any map, but Wake Island is where the problems come up at their worst.
The problem is, if you're winning, it is often because your team is significantly more organized than the other team, which really just makes victory easy. With the Chinese, you're often waiting for something to happen, and with the Americans, what should be a hard, epic battle gets turned into basically walking into bases and taking them. The map really requires two highly organized teams to enjoy, but the idea that you can get 64 people to all organize for their respective teams and squads is just ridiculous. No matter how team-oriented you believe the BF community to be, they aren't that team oriented.
And yes, a lot of these problems exist for any map, but Wake Island is where the problems come up at their worst.