I removed the doors at the back of point one and in the tunnels that opened when point one was capped, and created a brand new route that goes all the way to the red building between the river area and the last point. I'm planning on making it a one way exit to prevent Blue team from having too much of an advantage in the area.
I changed all lights in the tunnels between point one and river area to a white color so as not to attract Blue players and make them miss the first point entirely, as well as this I added a dev "Capture Zone" overlay onto the first point's building.
I removed the top pieces of the bridge so that:
1: it wouldn't immediately be recognized from 2fort, and
2: it wouldn't get in the way of the Blue team shooting at Red or vice versa
Adjusted Blue respawn waves to minimum of 4 seconds, and Red's to minimum of 6 when point one is capped.
I remade the entire building point one was in, and it now has a set of stairs and a small path to the doorway from the upper cliff, so that the cliff doesn't just lead to a dead end with a full health and ammo. There's a medium health and a full ammo next to the stairs, and the point is in the corner. I made the lights have an orange tint, to attract players to it, and added a big 'ol sign saying "Capture Point" on it just so everyone knows.
I added the one way door in the cave route to the barn-thing building.
Fixed point one cap time (don't even know how it was changed to 3 seconds)
Made lighting in winding cave whiter and not as warm.
I decided that everything after point one was shit, so I scrapped it all. Everything.
I knew I had to revamp the entire thing, so I started on the area that you go into after point one.
It's now a flat surface with a big pillar in the middle, and to the left is a doorway that leads to the spot looking down on point one's building. Obviously it would take 10+ seconds for a spy to walk up there before, and the tunnel was cramped so it would be somewhat hard to get by.
The only part I left was the one way door, since I liked it, and I made it so you can only drop down onto said flat surface, but the jump back up won't be too hard for jumping classes. There's a small cove behind the pillar with a ramp on the left side leading up to it. The right of that is the route into the building.
The building is entered through the basement, where a tunnel will be added to sneak to near the end area much faster. You go upstairs and on the first floor is a doorway, but instead of going through it you can go left to a small loft with windows. Mainly for snipers. The one-way cave door leads into a connected area, but you can't get into it unless you go backwards or come from the door. It has a small bridge leading into the next building, which is when you approach the final point building.
The final point building is a large industrial building (incomplete theme in map) and the large doorway goes onto upper area with some cover so you don'y get rekt by sentries and/or other classes. Red spawn is in front of that, and also directly below it, and a small ramp goes around under that floor and the lower Red spawn. The upper Red spawn has a spiral staircase to the immediate left (may change due to clipping issues, and looks somewhat out of place) which leads right onto the point. A smaller doorway going into the building has a ramp on the right which is opposite the spiral stairs, and the point.
The first area had some fences added to make Red snipers not as OP, and a small shack going into a tunnel as soon as Blue leaves spawn, and the tunnel comes out opposite the point one building, which I also remade entirely.
I skipped A4, since that was when I remade point one's building, and I know it's going to be unbalanced for a while. But I think I can make it work eventually.