So far i've only seen one defender use the position in pic 2. There's no actual way for RED to get up there without rocket jumping (after they lose CP1); the only direct route is for BLU to go through the hut. But they tend to just rush the payload which i guess is good in a way, even though it means they don't realise the alt path at first. It was supposed to be an alternate route for BLU that gave them some height advantage over CP2 (which is really easy for RED to defend directly from the other side) so that RED couldn't counter attack so easily; but as it stands BLU steam roll CP1-2 anyway because RED gets re-routed during CP1's capture and engi's havn't learnt to retreat with their tele-exits in order to successfully defend CP2.
It's good to get things from a player's perspective, us mappers tend to have a different perspective, and as an author, you know your map better than anyone else which leaves you with a bias that doesn't always work in your favour.
I'm compiling a4 at the moment, here's the change log:
Added minor detail to BLU spawn.
Fixed BLU being able to build in spawn.
Changed small ammo by CP1 to medium
Added doorway on lower path, attackers side, to enter building adjacent to CP2
Removed roof on bridge over CP2 to allow for easier rocket jumping.
Added low railings to some ledges.
Moved large ammo closer to track, before CP3, so it's easier to spot and more convinient for RED defenders defending beyond CP2.
Added hut on left exit of building before CP3.
Added stairs to right flank after CP3 for BLU to better control said flank.
Removed drop down in favour of direct access to second floor ledge in adjacent room.
Removed doorway onto outer ledge previously accessable from said inner second floor.
Added additional dynamic signs at finalé for visually impared RED players who suffer from cataracts so bad they can't see existing signage.
Added dynamic sign for BLU advanced spawn for orientation impared BLU players too dumb to notice they exited a room behind the peviously captured CP.
Increased RED respawn timer by 2 seconds (from 8, to 10) after BLU capture CP3.
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DL <<<