The map provides intense urban combat, pretty much as near as FH2 gets to Day of Defeat's team deathmatch style ... which may be the Source (pun
) of its appeal. However, like Ramelle it can so easily turn into a miserable epic fail for either side.
You can blame the players as much as you want for this and blab on about teamwork, aggression, organisation, ad nauseum, but at the end of the day that is irrelevant.
This knife edge balance is the risk you take when deciding to make chokepoint corridor maps to close in the combat zone ... and something you have to take on the chin when things go pear shaped.
Nonetheless, when it does go right and the teams are roughly matched, this map provides an epic tidal firefight.
I'm not entirely sure about this type of map in FH2 other than as an occasional variety piece, as its not really what I play the mod for.