Addressing some of the most common complaints:
(A) The ramp flank is a "deathtrap" for attackers. As it is now, it's essentially a one-way for the defenders to use, because of the massive height advantage. At the same time, there have been a few complaints that CP2 is still difficult to flank.
I believe I'm going to make a few simple, but effective changes to address both of these issues.
http://dl.dropbox.com/u/831776/cp_coldfront_b3pro0000.jpg
-Raise the ground a whole level, essentially halving the height advantage
-Rotate the ramp so it faces the other way.
This way, attackers spend significantly less time in the "deathtrap", and the ramp now exits on the other side of the room. This would make it a much more viable and attractive flank route for attackers.
(B) Last -can- be frustrating to defend at times. A lot of it has to do with the fact that the defenders always seem to be at a disadvantage, and can be struck at any angle. I'm considering adding the glass onto the CP, ala Badlands, as it would
A) Provide the defenders a part of the area where they can feel relatively safe from long-range attacks and
B) Allow a defender to stand on the CP and feel safer, since scouts would not be able to attack from all sides
(C) Distance from Spawn->Mid. As it is currently, the walking time is exactly the same as Granary's. However, half of the standard comp team don't walk --they Jump. I'm hoping that raising the ceiling on both 2nd and last will help.
NOTE:New maps always feel large to players because it is largely unknown, and unfamiliar areas are always being discovered. But over time, as players begin to understand the layout, the feeling of "largeness" will dissipate.
(D) I'm trying to think of a way to make mid more interesting. It become really obvious when I played a little KOTH on it. I haven't had much time to think about it, though.
IMO, The simplest solution is usually the best.