In regard to Westwall:
Houses on cutoffs are a well known issue in the game. Not every faction has the correct tools to get an opponent out of a house in a timely fashion. That is why it is considered by many people to be bad design ( including top players who lament this fact on their streams all the time ).
The whole design of the exits to each base, the position of the cutoffs, the houses on the cutoff and the roads which are red cover are just really really bad and really detract from the map. If you loose your cutoff then it is very likely gg. Good cutoff design is a key feature in this game and this map fails on that point.
The maze/bottleneck outside each base causes pathing issues that are not necessary. It may not be an issue for one unit or even two at the same time but trying to manage a soft retreat with multiple vehicles and support weapons, then it all goes to shit. In short it serves no real purpose and detracts from the gameplay because it causes frustration.
The layout of the fuels. As i said previously, most good maps or imo interesting maps allow for either fuel to be contested. It allows for maps to be played multiple ways. This map really doesn't encourage that.
The size of the map or rather the layout of the map makes this game feel like there's too much time spent capping.
In regard to Demos :
The bigger the map or the longer it takes for an engineer to travel the more effective demos will be. Also maps that obscure vision with objects like tall trees or points that hide behind buildings/trees are also more effective for demos. Some maps make demos easy to spot, and some don't..
Like I said earlier, it is mainly soviet bs and to a lesser degree brits that dictate which maps I veto.
