Te first thing i suggest you do is to replace the stairs with ramps. Easier, simpler, and you can't get caught on the stairs while jumping, etc. While you're at it, reduce the slope of the stairs to 1/2 or 2/3.
As your stairs/ramps will not reach high enough anymore, you will need to reduce the extreme height differences in the game.
No can do, on top of this requiring an INSANE amount of work, most of the areas just wouldnt connect, so no go here. But, I will definitely be clipping all my stairs with ramps, I totally forgot to do that, so thanks.
I also strongly recommend you to merge many rooms together, get away from the tiny corridors and doorways and many many ways to get from A to B. too many routes.
Way ahead of you bro!
This is something I had planned for a while now, I was just hoping that testing my first alpha would tell me specifically where and what places would benefit the most from this. Alpha 2 will have a lot larger and fewer rooms.
Also keep the capture point progression from traditional 5cp maps. You should only add one new thing to your map, and in your case you already have a strong asymmetry.
The point of my map is to try a new layout and point progression, I dont want to ruin that do I?
I believe there might be too many choke points if you are only allowed to get these points in order. The point of having both points open up, is so the player isnt forced down one path
Use arrows and props to help indicate the location of the control points.
Yeah I do need to do this, I think I can squeeze this in for my second alpha.
that is all i'm going to say at this point because those are the biggest issues imo.
Oh, finally, do not be afraid to deviate from the original map's layout. The scale and style of the dod map works in dod, but not in tf2.
Absolutely. With the amount of changes I have made since my last alpha, the layout has a lot of additions now. It doesnt even look like avalanche anymore.