ha...I think this is a perfect example of that thread that claimed the more well known mappers get more response...3 pages in 2 days...for an a1 XD granted a large number of the post aren't exactly "feedback"
It makes perfect sense. If a well known band releases an album it's going to get more attention than a brand new band, partially because of name familiarity and partially because they've proven that they're good at what they do.
You come across as bitter in both your posts and I'm not sure why, but hopefully they can make use of your feedback to improve the map.
CP B:
Youme and Nineaxis... I'm going to retract my comment about sentries not having good spots at B. We played 7-7 on the map tonight and I was able to make use of about 5 different sentry locations, moving my sentry after each wave of attackers. There are some really tricky spots. No, sentries won't hold out indefinitely, but I think two sentries guarding each other would work quite well, similar to Gravel Pit. I do think the opening should be made larger than the CP still so the sentries can be a little more protected and cover the point better. Also, on the back side of B (the side facing C), if you make the slope cut away from the edge of the map more sharply that will make another really nice sentry location.
CP A:
A was held for a brief while by a single sentry, so I think that area is pretty good. I like the area on the far left (when exiting blue's spawn) with the metal... it made a halfway decent forward base for me to drop a teleporter where people probably won't look that often. A small amount of cover in that area would be nice to assist with that, and to give spies an area to hide out.
CP C:
Definitely far too confined of an area. Right now it's going to be impossible for red to defend it against a semi-competent team. The area needs to be expanded out so the defenders have warning of incoming attacks and the building should be expanded to provide additional defensive cover.
Our CEVO member (one of the top demomen in TF2, regularly scrimmed with AI) suggested more height as well, since that's a key component of why competitive teams like Gravel Pit. It gives teams time to adjust to attacks, makes teams balance the tradeoff of rocket jumping vs the lower health, and makes for interesting air rocket, air grenade, and airblast battles. Take that as you will, but most of the players thought it needed more height as well.
I thought the total number of entrances into C seemed a bit much if you want to make it harder to defend than Gravel Pit. On GP teams know that the attackers will first come from B, and will have two doorways right next to each other to defend. For comparison your paths between the points seem balanced and spread apart, which will make things hard on the defenders. I'd suggest one minor change that would simplify the area and make things a bit easier on red... combine the middle paths from A and B before they empty into C. The paths are right next to each other and exit really close to each other, but you'd cut the total area that a demoman/sentry would need to guard in half.
BLU Spawn:
My big complaint about the blue spawn is that when I build a teleporter entrance on one side half the team won't see it because of the way the exits are set up. I just said "teleporter to the right", but it goes beyond teleporters. I think teams that have a single setup area tend to be more organized than teams that split up. As a result I'd suggest moving the spawn building back to make a courtyard area in front of the building.
RED Spawn:
I'm not sure why, but it seems like the exits would be really easy to camp. You might want to add windows to those buildings or try protecting them in some way (raising them and moving them back perhaps?).
Other:
I don't mind the current skybox, but think the updated one in your post will be easier on the eyes. I think it'd be cool to see some lights turned on around the map, kind of like buildings right before the sun goes down. It might give certain areas an interesting feel.
Everyone thought the roofs of buildings should be accessible by demomen and soldiers. They're clipped off right now, which I think hurts those areas. Rooftops that are within easy RJ range should almost always be accessible, IMHO.
Finally, I was wrong about the metal and health. While the metal seems perfect to me, there was a serious lack of health around the map. This was pointed out by multiple people. It does put more importance on medics and dispensers, but health really helps a team defend an area better and you should seriously consider increasing them.
If you need pictures of anything I'm talking about, let me know.
