An interpretation based off testco.tf feedback.
Thank you guys!!!
All Over:
Gave cart space
1st Point:
Patched up awkward soldier spam angles into 1st building
Removed claustrophobic cover near bomb cart
Improved flow for red post 1st
2nd Point:
Removed a lot of clutter near choke
Removed stairway near choke
Removed nostrils
(These were removed because they aided red team in having a bunch of angles to poke blue from)
Reworked flank room and flank
Busted red hold building near water tower
(Give red more comfortable standing ground, make more obvious sniper sightlines)
Made flank building more comfortable to fight in
3rd Point:
Strengthened red standing in main
Opened left shed
Cut flank distance
Cut fat overall
Right now I'm just throwing crap at the wall and seeing what playstyles I like. Those will stick. I feel 3rd is just too decongested for red to viably hold, That's what my brain tells me without seeing anyone fighting on the map. I also feel this version makes more of an emphasis holding inside the 3rd building. To counter this, the point has been ever so slightly moved forward. Could make it too easy to edge the cap as blue. All of these things I will be watching during playtesting.
4th Point:
Remade a lot of last:
Trying to give red a spot to stand that's not awkward, Red has a crapload of cover from main in this version. I wanted red to be able to watch flank and have enough distance from main ubers so they can kite.
Fuck making lasts man. Why can't I just make a never ending payload map? Hahaha... Ha.. Hmm....