Some aspects of the map aren’t well designed tbh. There are a few glaring issues that I see, even though I feel like it has a lot of potential to be fun since it’s a very bottleneck-heavy map. For starters:
There aren’t enough big shards
In Overgrowth, and both maps of Meltdown, both sides eventually generate their own big shards for people to grab. There are smaller shard clusters sprinkled throughout ones base, and then there are the three big shards in the relative middle to be contested. So far, Echelon only has the middle shard to contest over. I believe this is the prevailing reason as to why people don’t wish to play this map.
Towers are situated improperly
Using both Overgrowth and the Meltdown maps as examples again, you see a common trend with Thumper turrets, in that they’re set at a higher elevation; allowing them better FoV (Field of View). This isn’t the case for Echelon. Instead, they sit on the ground floor near the wall. This not only limits their FoV, but it also allows for minions (or even the sentry) to block any rocket shots.
Another issue is the location of the Supply Station. Normally you want them in an area that has some semblance of cover, or is on the way to where the main combat is. Overgrowth has its supply station in the middle building which is hidden well enough that you have to either lob an arcing projectile towards it, or go up the steps to destroy. Paradise has its Supply Stations situated in between your two Thumper turrets and, at least from the side lanes, it’s hidden away unless you push in further. Coldsnap has its supply stations pretty well hidden, and requires opposing players to push further into your territory. However, Echelons Supply station is in a far corner that leaves you completely exposed, can easily be targeted, and can potentially get you trapped.
Minions clogging the lane is an issue of its own, but given the nature of the map, it’s expected. That said, I definitely think the map needs some bit of reworking to make it more appealing.