Yeah, I'm worried about that. I've had problems with overscaling in the past; I have a bad feeling this one is underscaled. The point area itself is about 1000 wide by 1500 long, but there are so many ways to spam down on the point that I may need to expand it some. I've never worked with the CP gametype before; I've released alphas for 3 maps thus far and all have been Payload.
Regardless, it's easier to scale things up than to scale them down, I've found, so hopefully we won't have too much of an issue.
I enjoy how one person says it's too big and another says it's too small.
What is with your BATT map?
This isn't Nippon; this is cp_paradiso. Nippon has another alpha in the works, I just need to seal all the new areas. I completely tore out the second point and redid it; if I tried I could probably have another alpha ready by Wednesday. I've been burning myself out with it and I had an idea knocking around my head for another map set on a desert island. That's turned into Paradiso.
Nippon's issue is that it's pretty, but it's not the funnest map in the world. I was blown away by Wimples' BATT; I need to do a complete overhaul if I want to compete. Every single point needs work, so I'm going to overhaul each in stages. I'm making a minor edit to CP 1/BLU spawn as well (Adding a cave system underneath to allow BLU team a slightly more protected route to the cart in setup a la Goldrush stage 3; this also connects to a new building on the "lower ground" where I had shitty displacements before).
Basically, what I've found with Nippon is that BLU steamrolls through everything. BLU has a win ratio similar to Gravel Pit, and I need to fix that. I'm moving the RED spawn for points 1 and 2 back a bit to make CP 2 more of a challenge (everything but the track has been completely redone), and I'm going to see how that plays before I think about how to fix CP 3 and the final.