bit of an update after...extensive playing (by my standards

)
Since the tf2 blog update where the server has been constantly filled with random people, not a single offensive team has taken the last control point that I have seen, ive also never seen the first defended, and the second was defended twice.
So...yeah...
I think the second stage is fine, its at about the difficulty id like to see it at, though at 2-2 if blue gets a sentry in the window connecting to the building with a pipe it can pretty much grind counter-assaults to a halt as it sees everything <_< Still don't think anything needs to be changed though I was just wishing I had another way up while on red.
The first stage defending at the second point I can't help but notice that blue
always has a height advantage. Makes it a bit unfun as...pretty much any class that can't get up that high on their own. Infact...the only time I ever recall red winning that round is when they have a ridiculous amounts of soldiers/ demos... I think something as simple as a stack of random crap for red to jump up at one point would change that slightly, note the side path dustbowl 2-1. Possibly at the end of that path on the far right from blues perspective. Anyone jumping up would be instantly visible to the cluster of blue people usually gathered there and would likely be knocked down or killed, but it gives another option over walking under blue down a narrow path to the first cp, then climbing up, just to get on even ground.
Finally...stage 3...do not touch the first point, its not the problem. Many of the random people mentioned earlier think that the second point is the primary flaw with the map, one of them being incredibly vocal. <_< Anyways...most of the time, red is clustered on one side of that main narrow path, with blue clustered on the other. Usually neither can really make any progress, but eventually red pushes through as they have the advantage of close spawns, a wall to bounce explosives off of and the fact that those explosives practically hit everyone on blue trying to enter the area. I have several ideas regarding that:
1) Simply widen the hallway, tons of people try to run though it, expand it to match
2) Add an "underground" detail area at the bottom of that wall that will allow many of the pipebombs that miss the blue team to fall safely out of the way. Basically a "gap" that is approx. 40 units high
2a) Possibly allow the teams to enter said area, main purpose would be to give blue snipers an advantage of sorts
3) Reduce reds access to the room on the right side (blues perspective), this will give blue a chance to set up a better forward spawn without a pyro always running in from a side entrance. Im thinking completely remove that side path and compensate by giving red a way up with random crap (see suggestion for round 1) on the ledge on their side.
My votes are for doing 1 and 2, maybe 2a. 3 seems like it will change things too substantially.
Anyways...yeah...I think a multistage map should have red defending round 1 10% of the time, round 2 25-33% of the time, and round 3 50% of the time. Based on the last eight rounds ive played your more at, well...0/8 for round 1, 2/8 for round 2, and 8/8 for round 3. So...yeah...