so it looks like i made a little mistake with the map size

i think i'll just downscale it (even if it takes a while)
- It is wayyyy too big and overscaled for Team Fortress 2
- Blu respawn time is too long
+Theme is cool though.
i'll try to make respawn time 15 seconds maximum
Convert this to TC; it's way, way, WAY too big. I spent 9 tenths of the time just wandering around and hoping I'd find my way. The point naming scheme was confusing, and there need to be more signs.
On a better note the map looks gorgeous.
my paths between points aren't that interesting to have the most fighting happen there if i convert to TC. especially between A and B and A and C i'm afraid that it would play as chokepointish as hydro
and if i make the paths wider, my optimization wont like it
hell, I got lost while spectating
then when I zoomed out to see the whole map I couldn't because I had to go so far out that fog obscured everything
also if you're not going to convert it to TC at least make it so that when it changes to stage 2 you can't enter the stage 1 areas. Do the dustbowl/goldrush thing where chainlink fences appear to block you off. oftentimes I'd wander back into the first stage with no clue that I was meant to assault the castle.
In general cull the unecessary sidepaths and courtyards inside the castle, and add more signs.
i'll do the chainlink fence thing. only wth some props that fit the map more
i think unnecessary paths seemed unnecessary because of the size of the map and because most players were lost. no need for flank routes when there's 1 guy defending the point
too big. push in some of the walls. and its confusing in beginning with the backwards hud thing
pushing in walls wouldnt change the distance between points tho. resizing is the way to go
what backwards hud? capture point icons? they aren't backwards. point that capture first are below the other ones
Yes it is really really big, I also found a couple of clipping issues.
I will post screens later...
since my resizing will include making the base of map in a new file and copypasteadjusting stuff, current clipping issues dont really matter anymore. i'll make new ones

although please post screens anyway so i dont repeat my mistakes
As an alternative to TC conversion, make it a dustbowl-like : 3 stages of 2 CPs tha t must be captured in order.
Generally, splitting the players between several objectives seems like a bad idea, especially if there is some distance between the objectives.
No matter what you decide, you absolutely, positively must make it clear at all times which way the players need to go, and actively prevent them from going where they're not supposed to go.
i want to keep the layout as it is - two gravelpits in one map. i like the current stages - first outside castle, then inside. with 3 stages, im not sure how to group CPs
i will make more signs and stage specific barriers.