The purpose of this update is to sort out some of the problems with the 2nd point that cropped up in the last test.
As it is right now, all traffic is funneled into the same room (the large storage room) with the result being an absolute spamfest. I originally hoped the distribution of players among the rooms' three floors would thin out this traffic and create separate fights on each floor, that had the potential to dynamically congregate into larger fights (e.g. by people dropping down onto lower floors), but right now it's way too chaotic.
Especially since it seems like the majority of attacking players enters the 2nd CP room by the 1st or 3rd floor with no easy way to approach the 2nd floor, except walking through all the spam or wasting a lot of time rotating between routes.
Therefore I carved out a new door connecting the attacker's lobby with the 2nd floor:
Attackers should now have an easier time rotating between the 1st, 2nd, and 3rd floor which should help distribute attackers more evenly between the floors.
To help players rotate between the floors I have also added a jumppad connecting the 1st floor with the 3rd.
It's a little broken at the moment but I think it will lead to some fun gameplay moments and interesting options.
To thin out traffic further, I connected the garage adjacent to the point with the defenders' lobby/hold.
This creates a sneaky route, especially useful for spies, but also players who want to peek on sentry positions. It's a risky path that can be locked down by spam easily but it circumvents the spammy storage room completely.
With all these changes, the 2nd point should hopefully be more fun to attack/defend and feel less spammy/cluttered.
I also changed the area around the midpoint a bit. I feel the roof of the midpoint is too strong when it comes to holding the area: It offers high ground, a great overview of the area and isn't flanked by any other route.
To counter this position, a new flank has been added through the house:
This new window allows pyros and spies to penetrate holds on the roof a little easier, while also allowing aggressive players attacking the lower left side to retreat without having to traverse the glasshouse.
Speaking of the lower left area, it has been expanded a bit:
This is to allow medics and other more passive classes to hang around close to the battle and stage an attack, without being spammed to death by players on the roof.
That's it! With the next update, I'm going to move the forward spawn at the 2nd point up to the upper floors (it's way too easy for sneaky spies to wait in the new flank route, and stab newly spawned players dropping down) as well as cleaning up the last CP area.
After that, I'm probably going to detail it and finish it.