There are many things that make or break a site
Theres the people - the staff, the regulars, the occasionals. A bad egg in any of those will leave a bad taste in the mouth
There is the site itself:
Non game zone - is there enough space for people, what are the facilities? Can AEG players recharge in the staging, can HPA players get fills, can you get edible food, can you go to the toilet without catching a tropical disease, can you drive in & out without destroying your car and chipping your paint, does the shop have everything you need to keep playing when you’ve forgotten something ....?
The game zone - is it fun to play, is it unique, does it make use of local features, does it keep changing / adding new elements to keep the interest of returning players?
Do the games vary?
Have game zones been designed with both sides in mind? e.g. a base has to be designed to be both attacked and defended. Unlike a real life base being defended - you barricade yourself in with the ability to drop back and move around, and draw attackers to points you can defend well
A good building design allows defenders to move around or embed themselves, but also has multiple entrances for attackers to work around. A defender should be able to embed themselves and fend off attackers in front - but also still have the risk of being shot in the back from the other side
Special indoor venues may not lend themselves well to game flow. But it depends on what it i and what the buildings future is. Often good indoor venues are inbetween uses - such as a closed down building subject to future development - can the game organiser who has taken over inbetween modify the building - knock holes into walls etc or do they have to preserve it meaning it is unique but can’t stop dead ends, you soon lose the novelty factor when you are at the back of a queue behind a choke point