Just now, I've released an alpha build of Dune v2, a new, more foundational take on Dune's aesthetic concept while offering up a whole new map with its own set of challenges and secrets to discover. Give it a go, or wait till it hits the rounds in testing:
cp_dune_v2

As for v1 of Dune, this one, I'm still working on this original take. However, my insecurities and overcorrections ruined the original visage, so this time, I'm going to eventually dial it back to its b12a iteration and improve upon that one (as a matter of fact, I already have!). For those who saw what classic Dune could be, I hear you, and I thank you for the support all throughout the ups and downs so far.
Alright, fixed a bit of brushwork around BLU first spawn, and adjusted the time addition for the last point from +5min to +4min (guess I forgot about that point when I was running through the other points, lol). If the time additions are still too much to handle, I may consider lowering them for later points or capping the max round time from 20min to something like 13-15min.
Made the first stage choke a bit less chokey by adding a new route to B, and a staircase leading directly up to the upstairs hallway. Also made it clear that the DEATH point (as it's now called lol) causes both teams to spawn significantly faster while it is being contested by BLU. The one super dangerous route to DEATH, being right under RED spawn, has now been made a secure, blocked off one-way for BLU so RED cannot easily flank them.
Fixed and adjusted stuff relating to spawns and respawn waves; also, I opened the big metal doors in front of the Complex and added a hint of skill-jumping near the one-way exit to point D.
Alright, another biggun, hopefully in the right direction. I've made the layout more linear with a handful of modified/new routes, in turn, making fights more centralized. The round timer now stacks (5 minutes per point that's captured), just like Dustbowl, and goes up to 20 minutes max, so BLU is rewarded for capping fast while still allowing time to mess around for a while. Obviously with all these layout changes, there's more health and ammo scattered everywhere, and spawns have been reworked to accommodate the changes.

Enjoy!
Updated some respawn times and capture times to reflect what b18 had; want to try those timings in this map iteration at least. I also added some more health/ammo between point E and the final (skull) point, and sealed off a route from RED spawn that would let them flank BLU once point E was captured; felt too strong to have a route that'd take you there that quickly.
Adjusted some spawn times across the map; updated the file name so TF2Maps can test it proper, my b.
Alright, BLU's second forward spawn was borked, so for the time being, it's gone. May add it back at a later date.
Added an opening into the Complex from the left side when pushing up from BLU spawn, as well as made a slight forward spawn for BLU once C is captured (up in the air if it stays or not). Cleared up a player clip preventing people from hopping onto the large yellow pipe over the leftmost RED spawn door at point D for some sneaky Spy play. BLU spawn at point A has another exit, and a deck of sorts to give BLU some highground and cover, plus there's a nice full health and medium ammo pack there to boot. Given it's the first point of the map, it should be easier for BLU now, ideally.
Pay b18 no mind, it was an overcorrection beyond belief. Went back to a back-up before the heavy modifications made in b18a2 (and etc) and did some additional tweaks/fixes to improve what was present. There's less detail brushes and more world brushes, so hopefully that helps reduce the amount of visleaves being shown all at once. I removed some clutter props to clear up some areas, as well as modifying/adding routes to the final stage. Gonna run a test with b19 and go from there; b18 isn't here anymore, it cannot hurt you.