Huge thanks to ABP (and also Aulli) for helping me with formulating ideas for changes as well as giving me confidence to continue working on this map!
Changes in this version:
Players can now get on to the roof above the point! This might go away if it turns out it sucks.
Changed Red's forward defense in the building by Blu's spawn and high ground route by raising it up so it's a covered drop-down with a prop jump to get up. Hopefully this should prevent Red from wiping here if they're being greedy. This also changes the layout inside the building slightly to favor Red engineers setting up near the high ground overlooking the A point.
Increased the height of the ceilings inside the building between Blu's spawn and the A point.
Minor pickup changes
Due to the better options for Red to control A (especially the roof on the A point) respawn wave times for Red on A have been increased from 7 to 8.
Changed up the A-B connector a bit.
There is now an engineer cubby/cover for Red players forward holding/falling back from A. Should help Red not die when falling back from A.
Removed the highest platform in the connector since it wasn't being used and it being kind of ugly.
Added another bit of cover for Red players pushing in from the high ground (train platform) route where the ramp to the highest platform in the A-B connector. Should help Red not die when falling back too.
Minor pickup changes
Reduced Red's respawn wave time on B from 7 to 5.
Gave Red a better place to hold in the B-C lobby that being a platform overlooking the lobby. Both the staircase in the lobby as well as the staircase in the alternate route lead up here. This should give Red a better chance of holding here. Hopefully it's not too strong.
Removed the platform in the lobby closest to the flank route leading to C. It wasn't used much but could make it too difficult for Red to push into lobby once Blu got control.
Moved Red's last spawn to be centralized behind the point instead of on the right side. This should make holding on the left side more of an option for Red.
Old spawn room is now a computer room. :3
Walled up the battlements on the back of the point to reduce sight lines although this is mostly to protect Red's spawn exits.
Changed the right side area (where the palette used to be) to be better hold location. There is now full ammo and medium health there as well as a minor high ground platform and additional cover. Should make holding here more possible for Red.
Moved medium ammo packs near the point inside the engineer cubby further inwards so players can place sentries where they used to be which seemed to be the preferred location.
Minor update. I think B might be fine, I just seriously messed up item placements last revision. A full ammo pack for Engineer right next to the best place to set up with a medium health right next to it? What was I thinking? lol. If this still doesn't go well I'll figure out something to make Blu's rotations through their B lobby even easier.
Changes in this version:
Added a Gravel Pit style small ammo pickup for Red on A. Should help sustain fights a bit longer.
Changed timer at start to be 7 minutes long as opposed to 8, should give Red more of a chance to defend A. Still not going to super commit to giving Red a really good chance to hold A yet, I think players haven't figured out the best strategies yet AND I want to primarily test B.
Added some pickups for Blu along the barrel room route leading to the high ground on B. Should make it much easier for them to contest this area. Hopefully not too easy! I'll adjust as needed.
Changed ammo pickup on traincars on B from medium to small and changed placement so it's more vulnerable to make it easy to contest players camping that spot
Moved fence boundary near train platform on B so Blu doesn't have to peek a blind corner to the left when pushing through so much
Changed pickups near Red's side of the B point from a full ammo and medium health to a medium ammo and small health. Should make it so sentry nests don't get instantly rebuilt like they did last playtest.
Moved some other pickups for Blu on the lower boilers route to B so they're in better cover. This should also make it easier to push main as well.
Removed a gay roamer spot awning above the boiler route to B that was really lame and free
Fixed a clipping issue that lead to a gay roamer spot on a fence near the train on B. Why do the fence props have such bad and inconsistent collision models, Valve?
Added some block bullets by the train on B so Blu Demoman pipes don't fall into the gutter so to speak
No screenshots this time as geo hasn't really changed at all