Last has been completely redesigned/extended. There is a new building right before last which should remedy some issues, and even hooks into the point beforehand. It is incomplete right now, but I would still like to get the redesign tested on 24 players.
I got the map tested on a 100 player server for the worst-case scenario regarding chokepoints. As it turns out, the map is actually somewhat balanced and I made a few changes in this.

Changelog:
1st area:
  1. Removed multiple exploits allowing players to kill players in BLU spawn.
  2. Added an entire flank route to 1st that goes around the left building, reducing the efficacy of the engineer nest. Please provide feedback regarding this flank route.
  3. Changed the doorway to a window in that building so you can still shoot through, meaning RED cannot instantly access flank from this area and also reducing the strength of sentries here.
  4. Redesigned part of the BLU first flank to widen some areas and nerf some sniper spots.
  5. Widened the red road the payload takes.
  6. Added another metal sheet cover at the bridge over the payload to protect players below.
  7. Added a small outlet to hide in near the start under the bridge with health and ammo.
  8. Once again closed the window in the right building.
  9. Changed geometry directly above the 1st point to eliminate a one-way sentry spot.
  10. Added more doorways to access flank in the building at 1st checkpoint, and placed crates outside of the doorways to reduce a sniper sightline to BLU spawn. This also has the benefit of removing a spam spot for soldier or at least making it high-risk/high-reward.
  11. Fixed easter egg.
2nd area:
  1. Reworked BLU flank to be wider and feel a little better to exist in.
  2. TODO: Rework exit of BLU flank to face north instead of east, making it safer for BLU to use and counter sentries with.
4th area:
  1. Moved the checkpoint up to the end of the arc bridge.
  2. Moved the doorway in the large barn room thing and added a window to reduce sightlines to last.
  3. Smashed open the window leading to the old checkpoint location (RED spawn exit room) to provide a way for classes with good maneuverability (or parkouring spies) to get into that room, and also for RED to exit faster (when they still have access to this room).
  4. Added a small parkour spot for players on BLU to get from this room up to the balcony
  5. Made the door on the granary bridge function properly.
  6. Widened the area by the shipping container (displacements have not been updated yet).
Last area:
  1. Completely new area prior to last, moving the last point back much further.
  2. Removed insane sniper sightline by adding a covered bridge at this spot for BLU, and also adding an additional cover over the balcony at the best spot for sniper to reduce efficacy.
  3. Fixed broken spawn door in last which would kill the door prop when opened (woops).
  4. Added flank route for BLU by the shipping crate to quickly access last. This will likely be removed in the future.
Other:
  1. Removed multiple exploits and performed some minor optimization by adding a few skybox brushes and func_occluders in some areas with frame drops.
  2. Added blockbullets brushes in some open-skybox areas to reduce the efficacy of demoman spam
  3. Removed herobrine.
b1v4_4.png
I was a goofball and published with some glaring bugs. So, I decided to stop hotfixing and just sit there and fix everything. So, I went ahead and changed the locations of a few kits so bots can grab them easier, fixed the signs appearing at the wrong times, changed the arrow indicators from a func_door to a func_brush so they just instantly materialize and dont stick out of the ceilings, and made red's respawn time a little longer (it was INSANELY fast when pushing as blu in prelim bot testing), and added an instant respawn for red when point 1 is capped so blu doesnt just instantly plow through it (not always the case, but with the lengthened respawn times this is likely).

Obviously this is gonna be unbalanced but hopefully its a little nicer in time for the official maptesting.
reinstalled compilepal, did a silly, and included my custom hud. sorry!
added LDR since it was missing from the last a3 compile
Hello all,

The map is finally complete, including the third and final points, a fully rotating/updating red spawn, and all prior updates mentioned in the changelog from the previous update. Please seek more information there on complete changes. Blu also has one more forward spawn as the map is much longer.

a3_1.png

a3_2.png

a3_3.png


Testing soon.
Edited the map heavily with updates from playtesters. Thanks everyone!
These will probably be the last edits before I begin working on 3rd.

Changelog:
BLU spawn:
  • Updated spawnroom to accurately reflect which areas are a neutral zone, and which areas belong to blue (AKA extended blue spawn).
  • Removed a resupply locker (?)
  • Added props to left entrance to cut the sightline to the resupply locker
  • Shortened right exit platform to prevent non-blast jumping classes on RED from parkouring into neutral zone/blue spawn

Area 1:
  • Completely reworked area underneath to more obviously show the flank route and make it more interesting to play in
  • Adjusted geometry of flank
  • Closed a door in the right barn to encourage engineers to build behind it
  • Also added a medium ammokit there
  • Added another tall vertical crate to block even more sightlines into BLU spawn
  • Patched up the open window in the left barn to reduce spam
  • Changed medium ammokit to large in main sightline to encourage risky engineer play

RED Spawn 1 / Control Point 1:
  • Removed balcony leading to outside 1st (MAIN EXIT), replaced the wall with a metal grate
  • Closed doorway to flank route to reduce clutter, moved BACK to outside first.
  • Moved control point further back into RED base
  • Readded door functionality to block the sightline

Area 2:
  • Removed dumptruck underneath 1st to reduce clutter
  • Expanded area underneath balcony to close sightline
  • Widened AND increased the height of the flanking staircase
  • Removed walls inside that building that were useless
  • Added fences inside this building to reduce that silly sightline all the way to the temp red spawn
  • Added glass to the top roof to prevent projectile spam into 1st
  • Adjusted doorways
  • Added an angled cutout and fences outside the flanking staircase to encourage scouts or jump classes to take that route safely
  • Added large ammokit right outside the one-way door barn to encourage engineers
  • Added more cover onto
  • Added playerclip so players cannot stand on top of the sightline blocker / conveyor shroud

Area 2 Flank:
  • Exclusive to BLU now, except jump classes and scouts
  • Shrunk overall size of flank route
  • Adjusted RED building to have a nifty 45 degree exit

RED Spawn 2:
  • Removed the funny resupply locker stuck in the wall
  • Closed exit 2 so that RED can't easily access the only BLU flank
  • Pushed back spawn a little
  • RED players can no longer access BLU flank without double jumping or blast jumping
  • Added cover to the spawn exit to reduce spam and encourage defenders, and cut the sightline to flank from spawn
  • Added small cover to the bridge

Other:
  • Decreased RED spawn time by two seconds
  • More cover across the map to make defending easier
  • Removed shadows on tracks
  • Adjusted track models
  • Adjusted clips and added blockbullets to improve the player experience

Images of changes for a2:
a2_1.png
a2_2.png
a2_3.png
a2_4.png