The little window entrance at mid is massive now, fully integrating the big side room as a welcome member of the Cannery flank family. It's actually even bigger than the "main" entrance! Of course, I've also ensured there are some awesome new jumps you can do with the room, some of which can get you some crazy speed and height as you'd expect from Cannery.
Various health packs have been upgraded and some new ones placed, to increase effectiveness without need for a medic (Which was basically a winning factor beforehand). Some sightlines have been removed.
Base speed classes (Pyro, Sniper, Engineer) cannot jump onto the rooves at mid anymore unassisted. However, powerjack pyros, medics, GRU heavies and spies can all get up there by themselves. Engineers can also get up with buildings.
The point can now be captured whilst standing on each piece of high ground at mid, albeit with a very small window. This lets you cap without sacrificing your high ground, at the cost of being stationary and prone to falling off.
I'd like to note that I really do care about the jumps on this map. Pretty much everything I do on this map revolves around offering as much mobility to the cast as I can, and I want you guys to really feel the power of reaching new limits on every class in the game.