Thanks for your comments dude, and thanks to everyone who played it and left comments in the feedback system.
I've updated the map hugely:
http://forums.tf2maps.net/downloads.php?do=file&id=4574
1A8
I rechecked the feedback system after releasing 1A7 and decided to update real quick. Sorry to the three people that downloaded 1A7! Thanks to yyler for the following ideas:
*changed red side cave entrance so it requires a trick jump from blu-side (original intent was for it to help red engies)
*changed sightline from blu side building. Can no longer jump in window or snipe sentrys in CP
*adjusted cave health
*adjusted hints
*minor displacement tweaks
1A7
Still just the first stage but much improved in all ways. I got alot of great feedback from everyone, here's a few specific things people asked for:
*improved dbl-jumping to first point
*removed extraneous 'back-door' routes (left in a couple balconeys for jumpers though)
*made second point more defensible
--geometry
--increased cap timer 1 second (first cp too)
*enlarged building that leads to second point back route
*reworked a couple ralings
*lower areas should be alot more useful and their structure should make more sense for their intended function
Also I:
*reworked optimization completely
--better hinting and map structure, greatly reduced overdraw and extraneous vis
--added fade distances
--do need to REMOVE some hints since there are many extraneous leafs
*better areaportals
*func_lod's
*smoothed flow in some routes to match function better
*removed a stair to first cp
*adjusted signs
http://forums.tf2maps.net/downloads.php?do=file&id=4574
Caves simplified even further
http://forums.tf2maps.net/downloads.php?do=file&id=4574