You weren't planning to do a lot of work on mid? I had assumed it was a placeholder. If not a placeholder I have a big problems with it. It's so very basic. It's just two upraised squares.
The middle has actually gone through several variations already. Originally there was actually
no middle CP, it was only a 4 CP map. I tried a variaty of strong optimisation efficient layouts but failed to make the 2 'mid' points work with my desired theme and not have them overly sniper friendly and generally unbalance certain classes. I wanted to keep my theme more than the concept of a 4cp map so i chose to modify the layout rather than my intended theme. the original layout was 2 bases each with it's own nomans land otuside, with 3 possible entryways into the opposing nomans land. This would also make it easily modifiable for CTF mode as well.
So, i added in a central CP that was divided in two, so it was capturable from both sides of a seperating wall, meaning players would have to fiercly battle and flank each other to control the central CP. But also made it easier to capture in a counter attack, being capturable from cover provided the enemy did not strongly control your CP2. But i had trouble making it visible to both teams, as to who owned the point, other than on the HUD, without allowing players to see through to each area; effectively making CP2, 3 and 4 all physically visible at once.
I then expanded the wall into a tunnel which needed to be captured from the inside; part of which design currently remains in a1 (the dark tunnel that has been duplicated to either side of the central cp, that i forgot to update the lights in).
I changed this as i thought it would promote too much spam. Eventually expanding it into a fully fledged 5cp map with no central gimmick.
Essentially the central CP is not so much a placeholder as the layout is functionally as intended, but it has yet to be developed into detail for my theme. The layout will remain as is, but with ramps allowing exit from the valley without having to retreat or attack an enemy base a'la 2fort (as this upset players). Unfortunately it is hard to make any central area pretty in a1 without over doing the DEV and without an existing focal model, so this will have to do for now.
This is my intended modification:
Additional sewer entry either directly into base or towards CP2. As seen in yellow. This will be made possible by moving the base (and subsequently CP1) to behind CP2, within the buildings, rather than opposite it.
Additional ramp up to either side of CP3.
Additional forward spawn for controlling CP4. Similarly to Badlands.
Hopefully people approve?