Instead of the usual review that offers some tips on shooting lanes or breaks down some aspect of how a given field will play this time VFTD will explain in detail the characteristics of this layout that tend to encourage defensive play and slow overall movement. To begin note there are three colors used; orange, yellow & green. Green for example represents those nice cozy spots where one might settle down to cultivate a little garden. (I'm kidding. Sorta.)
Sticking with green that's the real point. You'll be sticking with green. The backline bunkers are the only wire feeds that may be taken OTB with relative security. They both force the player to the ground reducing visibility and making exiting the bunker that much more difficult. The snake side "new brick" has some (marginal) utility in contesting the snake. The d-side cake has less. And as long a player is contained in one or the other it will inhibit further team movement from the inside out or compel a teammate to a longer, riskier move. On the d-wire the other "new brick" might as well be a stop sign as that is the effect it will most often have as the same characteristics apply that affect the other green bunkers.
Moving on to the orange designated bunkers it should be immediately apparent 2 of the same bunkers that are green on the diagram are also orange on the opposite end of the field. That's because the bunkers are as ineffectual as defensive positions as they are as offensive launch points. From the cake it is clear that despite an inside angle the cake cannot contain or inhibit movement along the d-wire or even contest rotations from its mirror, given the distances involved. The "new brick" feeding the snake is slightly more useful in that it may inhibit some movement but will also be under heavier attack from more positions on the field much of the time. The thing to remember is that the lack of options from these bunkers will at the same time encourage the effort to push more players to the wires while also often making it more difficult to do so.
Finally the yellow designated bunkers appear to be the only tips of the hat to the hoped for influx of lumberjacks the PSP wanted to attract with the rule changes. You know, the bigger, slower, older player who played tourney ball when dinosaurs roamed the Earth. The yellow bunkers are both MTs and both positioned where they are primarily defensive in nature and any layout that virtually requires backfield bunkers to be played for extended periods of time (or in isolation) are fields that tend to neutralize any (but not all) aggressive play tendencies.
One key to this kind of field is player elevation--and, no, I don't mean levitation--I mean lines of sight and ability to respond quickly. (Bunkers a player can stand up in, or play tall.) Much of this layout wants to bury the player's nose in the ground and that tendency must be resisted. Remember communication is just an extension of what you can see. It is important to play this field as tall as possible and maintain crossfield communication.