More feedback after beta 2...
I like the idea of having the death signs there, but it looks weird the way they're just stuck in the grates. Perhaps make a simple custom post and put a Mr Ick decal on it (or a Jolly Roger).
Going into this room from this side, you get caught on the floor brushes. People actually thought it was a 1-way door until they saw me crouch-jump through.
It's magic smoke!

I like the effect of the smoke in that area, but it obviously shouldn't pass through the wall like that. Perhaps aim the effect out from the corner somehow?
Crouching along this edge makes really weird things happen. You'll want to noclip it.
As for point C, I thought I took a screenshot so I could doodle on it, but apparently I forgot. When a defender runs down onto the CP, you can't see the steps down to the main level until you're right on the edge, making it a gamble to even approach the edge in fast fights. I'm not sold on either set of stairs either (the lower ones or the 3 going all the way up). I'll detail my issues with each:
Lower stairs -
Although they're cool, these don't look natural and they don't really fit the room. I think you'd be better off adding some small outside platforms with straight stairs (or stairs that curve along the wall) and then wide walkways out to the middle. People moving downward in the room need an indication of where the steps are, so if you keep direct stairs up they should probably have a small railing.
Upper stairs -
These are so narrow it's still impossible for ubers to get up top. That relegates your team to going in with a demoman and hitting them from below. Pyros can also airblast attackers off very easily, which makes it impossible to attack if the defenders stay alive. If they die, the huge trek balances it out, but is kind of annoying. For the 3 sets of stairs, I'd recommend switching it to a single very wide stairway going up. Then consider adding an alternate path for the attackers. I'll detail this in a second.
One of the big complaints is how long it takes defenders to get to C if they've lost A and B. I'd recommend an easy, but effective way of adding another path into C from above. Here's how it would work...
Paths into C:
For defenders -
They'll always have the bridge and the long routes around.
For attackers -
a. They always have the long routes around.
b. Once they capture A, they get a new set of steps to the defender's spawn bridge (or a stairway directly into that control room).
c. Once they capture B, they get the shortcut doors outside their spawn opened.
This has a few effects -
a. Attacking ubers can come from the bridge, meaning red has to defend there as well. These ubers have easy access to any upper sentries.
b. Attacking spies can access C without having to go up narrow stairs.
c. Attackers will have to decide if they want to run a long way (or build a forward base, benefiting engineers) or attack directly.
e. Respawns for red can be lowered, since they'll have a harder time defending C.
My only complaint at that point would be lack of lower locations for sentries, which could be accomplished with the lower stair/platform/bridge idea, or some other way.
HTH. Sorry so long... we talked about it the whole time we were playing it.
