I think Berry knows how to make displacements. They're not usually necessary to alphas as they typically don't have any impact on the gameplay.
The fact that you can stay in the spawnroom after the respective point has been captured is something that is present in all payload maps. Teleporting you out would be really odd and if someone is chilling in there they will not be doing their team any favors anyway.
General:
- Compressed gamemode down from 4CPs to 2CPs, to be dual stage (A point between old A & B, B point is the old D)
- Retextured the basics to make the map swampier
- Red now initially has a lower spawn time
Spawn buffer area:
- Extended the playable area beyond the fencing at the back, and the cliff slightly
- Added a slope leading up to the connector building, with a doorway in
- Redesigned the connector between the spawn buffer and the A point area to be less cramped
- Removed window on the central building to make it a stronger position
- Added a mini-checkpoint in the A connector that pushes Red back to their further back spawn
- Scaled the small shed in front of Blue spawn down, and hollowed it out as a hiding spot for Red
- Removed one of the side Blue spawn exits (the inner one of the two set of doors). Made one exit open with a trigger to prevent spawncamping.
A point area:
- Added a new cliff route around the edge of the building, with some sniper positions and a full HP and medium ammo
- Redesigned the building slightly before the A building to lead through to the central area of the cliff route
- Added a building beside the Blue forward spawn on the cliffside, with a defensive balcony, full ammo pack and alternate Blue forward spawn exit
- Adjusted heights on the furthest route around the area to lower sightlines
- Removed tall shed before the A point to declutter the area
- After A is captured, Red's respawn time returns to its original (9-18 seconds, instead of 6-12)
B point area:
- Redesigned the B point connector to be more open and less awkward to defend
- Adjusted the point area, having it further away from Red spawn
- Lowered the amount of shed clutter in the B area, instead having a ground bump across (to keep massive sightlines minimal)
- Removed health pack from the stairs building beside Red spawn to lower its usability for Blue
- Added metal sheets blocking Blue team members from using the stairs building next to Red spawn to spawncamp
- Scaled up the following areas by 256-512 Hammer units: First area out of BLU spawn, first area out of the BLU spawn to A connector, area before the A-B connector, the A-B connector, area after the A-B connector
- Majorly restructured B point, including: New capture area house that looks less boring, new route around the side of the A-B connector for BLU
- Extended RED forward spawn to have a second exit, and fixed the door closing issue
- RED forward spawn doors now open (and the contents are removed) so it can be used as a route
- Replaced some deathpit at the B point with cliff walls
- Added a new route around the side of the A point
- Adjusted fog
- Added rock around the hill to the side of the A-B connector to block snipers
- Removed mini-checkpoint, added a new middle point in its place
- Moved back the old A point (now the B point) further back
- New main red spawn behind the C point (was B point)
- Old main spawn now a back area behind the C point (was B point)
- Some more stuff I forgot, I think