Guide to playing in Novel effectively
Overview: Novel is a popular map, but only in terms of parkour. When excluding parkour, it becomes almost impossible to find, spare the the few DMs that are found near the Master-Sergeant stages. They're around; just very rare, and somewhat unfairly so. It's worth getting to know if you like parkour, as it's a common destination, but the stage has a decent amount of tactical value, something that has been oddly overlooked.
Battle Modes: DM, TDM, CTF, CP
Size: 20 players, 10 vs 10
Novel is a map that has it all; a large incline, passable buildings, hills, and cramped quarters. The large inclines can function as a vantage point of sorts, in the sense that it gives you a good view of the aforementioned building, and the rest of the map. The bridge outclasses the incline as a vantage point in terms of view, but the incline can be used to hide from enemies and swoop in on them as they reach closer, making it viable. Turrets such as Railgun, Magnum and Vulcan work great here, since their range utilizes the view you get from that vantage point well.
On another note, weapons such as Thunder, Striker and Smoky have a fantastic time on the bridges and on the elevated paths, the map being of considerable size, but not so large as to cripple these weapons' effectiveness. A critical hit from Smoky can score easy, unexpected kills, while the latter's splash zone can clean house from behind cover if need be. The same applies for Ricochet, but the effective ranged is severely restricted in comparison to the previously recognized weapons. Range is fairly important in a map of such a size, but by no means does that make close ranged specialists such as Firebird and Freeze obsolete.
Depending on which side you're on, you will either have your flag in an underground base or a building. The problem with the latter is that it's very easy to escape, that is, if left unmonitored, anyhow. Fortunately, both are very cramped, meaning that a shorter ranged turret, such as Firebird and Hammer, combined with a bulky hull such as Dictator, Titan or Mammoth makes for a bulky defender, one which is hard to stop considering there's nowhere to go, especially if complimented by an Isida. From an offensive perspective, depending on which side you're on, you will either be dealing with crates, hills or the incline (the building has only one way in). Both the hills and the crates are cramped, providing further viability for shorter ranged turrets. Longer ranged turrets can work on the incline, as it's more spacious, although they should be wary of other longer ranged turrets using it as a vantage point.
There are five control points in this map, so it's worth being able to move around swiftly, but be able to take a hit. Therefore, hulls such as Hunter and Viking are the most viable, although if the speed really compliments your play style, Hornet is also an option when paired with Railgun; for example, one of these generally misses out on the main modules needed for battling in this map, although you will be severely weakened without a proper module installed. Several considerable portions of the map are cramped, so shorter ranged turrets will function better, although longer ranged turrets shouldn't be ruled out, as the incline and even the bridge make for good vantage points.
Remember your objective in CP mode: take the point, hold the point, and preserve your health to take as many points as you can. Holding onto the point may be important, but if you're facing a completely bleak situation, it's never a bad idea to retreat and find another route around the malevolent attacker. You can alway erase their progress and retake the point if need be, but make sure none of your "home points" are lost to the enemy.