It started with a general idea put forward by a comp player regarding the best points in valve 5cp maps, but with a slight alteration.
Which? I uh, can't tell. Last looks kinda like Well, mid looks kinda like Granary, 2nd is kinda like... ???
Wilson: I probably could make push map real quick, there isn't that serious contestants besides Gerbil.
Evant: Look at the contest entry area
Wilson: Scorpio is entering?
Wilson: Fuck this shit, i am out!
Also me, super, aly, hanz, nova, blob, rexy, fubar, yyler, absurdist, and some other guys.
I really like the look of the last point! Though that balcony on top of what I assume to be the spawn door might be a real annoying sentry nest if it's in range of the invader entrances to the area.
You got the first two, 2nd is meant to be (roughly) spire at badlands. Its the most different of all of them, and like I said, they are all fairly remixed, but it has a lot of the same elements.
OMG! You built Sigma's idea of the perfect map! I will be checking this out soon....ish.
The map was difficult to push out from last because both exits at CP2 were at a disadvantagious points for defenders. Not to mention they get locked in behind the door by stickies. Too much back capping occured at mid-CP2. Successful counter-attacks to take CP2 were all too frequently met by a cap race between CP2 and mid where CP2 all too often get retaken.
As a result of this and what seemed like hellishly long spawn waves for defenders (regardless of whether they were taken from an official map, this map was larger and more linear than most and this should be taken into consideration), capturing the middle near-garaunteed the (eventual) win. The only question was how decisive the initial battle was and whether the attackers could stack their capture (easy with a spy cap) and slaughter the enemy spawn wave with a rediculous spawn wave advantage before they new what happened.
Allow defenders a better chance to counter attack CP2, i would suggest raising the central flank exit into the CP2 area.
Cut some sightlines at mid that allow one exit to directly see the opposing side. Snipers could all too easily take out medics coming out the base doorways.