The map itself is pretty good...a definite challenge. It's a well made map. A lot of Rooks don't like it though, and many log when they see it. I like it for the gv battles, which are fun.
The complaints I've heard is it's hard to coordinate ops without being able to see the entire map, and/or the difficulty in memorizing all the bases and their locations...for rapid mobility and SA. Rooks are too spread out to do much more than defend, protecting a base under attack. With this map, numbers are a problem for the Rooks. SOP is to get it reset as quickly as possible to move on to the next map.
I believe this map was designed with large numbers of players in mind. It's an ambitious project, and prototype for future maps. These large maps, however, need more players, and/or probably a handicap included to be completely level, game-play wise.
One strategy would be for under-numbered teams' bases to take longer to regenerate when captured...say two hours. If said team retakes the base, it regenerates faster and becomes "hardened" against further attacks. Implement this, and there will never be a numbers whine again...at least on the Desert Map.
Les