Does Neon Junction have an attacker advantage?
I've played 10 games on this map now, and every time the attackers have steamrolled. The first attacker spawn point is super close to the point with a very wide choke point, with loads of different routes.
Although the defenders' second spawn is very far forward, giving them the advantage, I've noticed that the game stalls just in front of the bridge.
I've also noticed that the defenders' last spawn is super far forward in the spawn point itself. If you walk backwards theres a huge spawn room, but the game puts you basically outside it. I wonder if this was moved in internal testing to try to help the defenders.
I really like the design of the map, even though it's another Japanese map. I like the way they made it a more modern downtown version, as the last 3 have mostly focused on older architecture, but Im struggling to see how it actually plays as the attackers always blast through it.
It's been a long time since Midtown came out, so I can't really remember, but is this just something that happens with all hybrid maps in the beginning, before people learn how to play them?
Posted Jun 17, 2026, 1:17 PM UTC