One can't imagine the sheer amount of time and effort you had invested in mapping.
Want to point out the Dual Gap, you had created a very good map (on the same level as de_dust2 from Counter-Strike 1.6).
Your map provides an unique team play experience, that is why it is beloved by so many players.
Can you shed some light behind the creation of the map that had become so popular?
Also wanted to ask: is it possible to set 4 starting Mass Extractors instead of 8 in the Dual Gap latest version?
Reasoning behind the question is balance. The surplus of resources makes the game process less interesting.
Here are some key points right of the bat:
Too much resources encourage players to do the Mindless Spam approach, which by itself is void of a true skill.
Too much resources at player's disposal is less demanding skill wise to properly build up an effective economy.
The importance of getting off-base Mass Extractors at the middle vanishes. Player can just get the reclaim on his mid side, then fall back to his base, turtle up with his upgraded 8 Mass Extractors and fend off almost any land attack, while his team builds a Game Ender.
If one mid player is taken out, the other mid player on the same team can still effectively turtle up and solo hold the position while his eco player gets additional 8 Mass Extractors, hence the disbalance.
The pace of the game becomes too fast, Game Enders are rushed and the game ends usually at some 40 minutes in.
I know that some of the points above are very situational and are depended on the individual players and their ability to play as a team, but judging by the observations this is how most of the games go, with those distinct universal moments.