Again, thank you for all the feedback, sorry I wasn't able to be there, the server was full and the new bot hasn't been programmed to notify the creator when a map is being tested.

A few things I got out of the demo and feedback:

1. Too easy to defend.

This one has been a problem from the start. When one team captures the point, they almost always keep it. My inability to understand high ground probably lead to this.

2. The spawn area (and surrounding buildings).

Removing the spawn area would literally make this map 100% different from a4, not that that's a bad thing. I've wanted to remove this area for a while, but I don't know what to replace it with yet.

3. The point.

Where is it? This was heard almost immediately, and that is my fault. I have found the almost perfect prop to mark the point, but I need to resize it by de-compiling it first. For now, I'll just put some arrows on the "tree". I also heard that it was too small, which I'll think of a way to fix.

Conclusion:

At this point, the map is completely different than what it was a few days ago, and it seems like it was flawed from the start. I've learned a massive amount from this project, and will be able to use this knowledge in future projects.

Speaking of future projects, the amount of things I've learned from this project are so large that I feel it would be better to apply this knowledge to a new project. I might update this once or twice more, and may come back to it later, but I'm itching to start something new, something better, and best of all, something that's named properly.

Thanks again for the feedback, I hope you all enjoyed playing.
The room with the tank door in was fun, but the exit was too cramped, so I shortened the room and moved the exit back, making mid more open.
Not much of an update, more of a fix to a few problems from a6. I also changed some textures on the roofs of the big buildings because I'm that picky.
This update is much smaller than the last one, but I feel it's still important.

- Changed theme to be more similar to landfall, rather than sawmill (aka made it bright and sunny)

- Added platforms to the other 2 trees, and added paths from one building to the other across them.

- Added even more ammo.

- Changed and added some pieces of cover.
- Thanks everyone for the feedback, it really helped. While I got loads of suggestions, I've boiled it down to a few big things that need fixing and hopefully, have been fixed.

1. The size
The main criticism of the map is how small everything was. This lead to really annoying, "chokey" gameplay. Those who were online last time will be happy to know that the majority of the map has been redone. It is now fairly larger, and more diverse vertically.

2. The point
Being a koth map, the control point is the most important part of the map. A4's control point was horrible. Putting the point on the high ground was a bad idea. So, I've completely redone it. I'm currently using EArkham's giant sequoia tree as my middle point and a few other spots. (its actually a place holder "dev tree", but it's the same size and shape).

3. The buildings
All of the previous buildings on the map were cramped and useless. I've removed the majority of these, and replaced them with new ones that are more essential to the game play of the map. Unfortunately that means I removed the building that resembles a horse slightly, leaving this map with no reason to be named "horse". Darn.

4. Smaller things
- Added more ammo and health.
- Nerfed sightlines for snipers. (Not really a small change, but I don't have much to say about it so...)

Thanks again for the feedback, I look forward to doing it again!
One of the 2 red spawn doors wasn't set up properly, and would only open when you bumped into it. So I figured I would fix it now rather than later.