OH yeah health and amo kits. I knew I forgot something.
"fix the forward spawn order" - done
"i don't understand this door/entrance at all, or this sign" - sign is to block scout from double jumping from second to the side entrance on mid (I don't really know of a better way to deny a scout from doing that), the entrance acts as 1 of 2 ways you can drop down from the walkway, its just a drop down entrance that isn't wrapped in walls as well as an entrance for a jumping demo/soldier between second and mid (you can still do it with the winger, that is fine)
"this area is a dead end" - Yes! that is the purpose (the same side entrance as above)
"study some official maps, you got all the logic going p much but the actual design could be better" - I don't know what "actual design" means
"really confusing what way you're meant to go" - non issue at the moment
"can i have some healthkits" - YES
Overall it looks like last, second, and the area between them need rescaling. Thank you for the pug. Seeing 12 players on the map really helped give me an idea of what areas are too big.
One last note: I plan on making mid into part of a warehouse, hence the name stock. Mid looks nothing like a warehouse so as you can imagine the details of the map are nothing like what a final version would look like. Just working on scaling and layout right now.