A - feels like badwater where there's a middle high ground you need to control to win, except its also not easy for red to access. unless they use an awkward one-way door? its weird. i don't get it. it doesnt take a lot to clear red out of that high ground (unlike badwater) and once its lost then red is basically done defending, even if the cart hasn't been pushed very far at all
B - first half is a lost cause for red, possibly because A also rolls fairly easily. red spawns kind of to the side of the point and the whole defense around that area is very strange. i spent my entire time as a red demo just walking out of spawn and spamming a single window without actually ever having to leave that room. only threat i had to deal with was soldiers constantly bombing that room
C - never defended or attacked this. it always just rolled before i got there
D - probably the strongest point of them all. however i think its a weird mix between badwater-style and upward style in a way that doesn't quite work - blue has a relatively easy time to get into last, but the amount they actually have to push the cart is short. upward is hard and short, badwater is easy-ish and long. i dont think there's any good way to break that relationship and still have a last that's fun to play. also blue was able to camp our spawn by just sorta walking around last