This has been a massive debate for many multiplayer games that include a CTF game type; is the map too big, and how does this impact the gameplay? 'Captn Caps' on the Unreal Tournament forums argues that "UT4 maps are too large for 5v5"' and comparing these larger maps to UT99 Close-Quarter maps. User 'Payback' approves this theory by stating that they feel that the latest maps are "a translocator spam fest", arguing that this item is being abused for the sake of vast navigation.
On a personal note, I lean more towards Close-Quarters Combat (CQC) due to my personal experiences with Call of Duty, Doom, Medal of Honor, and Team Fortress 2. Although, I am not alien to open-combat having played Battlefield and copious amounts of Planetside 2, however, I favour an up-close fight. This is why my two CTF maps are close-quarter, to add to the constant action, and response of the gameplay whilst also making it enjoyable and the goals achievable to win.
Other users on the forums argue that it's down to variation and current maps such as ctf-pistola, ctf-quick, and ctf-titan pass are all rather small maps that are still fun. 'HenrikRoyos'a later argues that smaller maps can create a "clusterf**k" due to the current movement of the game, soon after 'Payback' interjects with an argument that although larger maps provide a "chase" for the players as a "battle royale", the translocator is still abusable and too effective in the wrong way. An obvious trend in the comment sections both argue that the maps are varied, and perhaps the translocator should be removed from the current game.
'Captn Caps' later comes in to agree that "large maps make the whole game less dynamic", however, the translocator must not be nerfed due to how essential it is to UT's gameplay. To add insight to current and previous UT titles, user '<<MechikTaj>>' argues that UT4 isn't trying to "reinvent the wheel", but with so much more community support, developers are taking advantage of this to provide a "sweet spot" of how large or small maps can be, and as an Alpha, should provide the community and the game with this level of risk.e wheel', but with so much more community support, developers are taking advantage of this to provide a 'sweet spot' of how large or small maps can be, and as an Alpha, should provide the community and the game with this level of risk.