The ramp to the high ground blends in for Blu because of the shadows. The point is terrifying and cramped, making it hard to both cap and contest. I like the areas outside of spawn though, something about them feels nice. The use of height is kind of neat, but it's really hard to contest to point when there's an engineer at the top. Pulling it in to be a more prominent part of the gameplay might help, since at the moment it is more important to hold than it both looks and feels. There's so many corners you need to navigate to reach mid; the fastest route (From Red spawn) seems to be left exit, left into building, right turn, left out of building around a block, right around the block, left though doorway, right, then up the ramp to the point. That's left, left, right, left, right, left, right, up, just to get to the point, which doesn't feel good to navigate. The side routes are fine, but the middle of each team's side is a bit of a mess in my eyes.