So just running through it solo here are some thoughts.
The two health packs in the middle I think should be lowered to medium health packs. Maybe it's different in a game, idk.
When running from CP 3 to CP 4, I think it would be really easy to get lost of where to go. Instead going to CP 5 and not of 4. Possibly put a one way gate (defenders have access) on the left hall. Once CP4 is capped, it opens up completely for anyone to use.
At CP 2/4 I think the ceiling should be raised a bit so Demoman, Soldiers can get on top of the pipes with out being crouched.
- Same cap points: Can scout dbl jump onto that ledge overlooking the point? If not, mabye make a jumping route for them to get up to it? Like a smaller ledge to the side of it that they have to jump there to get to the main one.
Also for a BLU name: Burning Lava Utilization :lol: