Welcome to Softplay A3!
As you can see, major changes have been made to the spawn area. I removed the horrible pseudo-attack-from-spawn platform outside the alternate spawn exit, and replaced it with an expanded spawn room. (There is no window to attack through this time!) The walk to get over there was pretty long, so I decided to add one more room to each spawn and move the spawn points into this room. The result is a new, much bigger spawn room with less tiny doorways.
I also took the time to remove all of that unused space outside the map and make a 3d skybox instead. The concrete area will be a carpark in the future, and I plan to use displacements to make the 3d skybox more convincing.
I added a little bit more cover around the maze enterance/exits, to help protect attackers from snipers. I thought that this was necessary despite having already removed the OP sniper spawn exits.
This large health kit is new. This should help the enemy prepare for attacking the intel room.
Walls have been added to the lower levels of the storage room, to help break up a long sightline that was present here. The ramps were also replaced with stairs.
The purpose of the storage room was to make camping in the intel room less effective. It does this by letting attackers shoot at any enemies or sentries in the intel room before committing to the one-way door. However, the vent exit to the intel room wasn't visible from the storage room. I have addressed this issue by extending the vent to the storage room, but placing a grill on the front that can be fired through, but not walked through.
I also wanted to add an incentive to cap the intel, and I did so by closing the route to the upper level of the café until the intel is capped. When either team caps the intel, the door on their side will open and the door on the other side will close. (I capped the intel for red before taking the above screenshot.
Other minor changes were made, such as improving lighting in multiple areas of the map, adding more cover to the downstairs "jungle" area, and changing the way the intel room doors work.
I would like to extent a massive thanks to all who helped me test the map over the last few days. Without feedback like this, I wouldn't be able to continue making this map. I hope you all had wonderful new years, and I look forward to making and testing more maps with you all in 2017!