If I have the time to do a new version of the map, I will probably try to use the intermediate spawn for BLU so that RED spawns there at the beginning of the last round. (and change it when the cart reaches the top of the stairs) But it might be too close to the beginning, so I'm not sure about it. Thanks for the feedback anyway. I thought about adding an emergency door exit leading onto the other wing (which is above a small cliff / rocks), but it's kind of tricky to do, and I guess I would need to forbid RED from going onto this cliff to prevent even more spawncamping ... so in the end I don't think it's worth it. Ok, thanks for the feedback, I'll see what I can do. (probably not a tunnel, but I see one small interior + access and some covers that could be added and would help for this cap) Well, the thing is that there's just no option for countering this, people could just jump through the whole map and immediately break teleporters for example. Obviously, people doing this kind of thing would love it, but it would not be balanced at all. It's not possible in Valve payload maps for a good reason (for example I love upward and I find it quite open, but you can't jump over buildings) I think it's more a problem in round B of my map (too restrictive for normal sticky jumps), but I'm happy with it for round A and C.