So I have some ideas on what to do with this, since most points need some or other kind of layout change - hopefully these are legible.
A)
A pretty much works, I think! I want to make the glass window of the little building in front of spawn lower so you can see in from outside, but otherwise: probably done.
B)
Tyler was suggesting adjusting the flank so as to give an additional path into the warehouse area - I like that, and will be trying this:
Instead of the current doorway, open up the raised area into a fuller balcony, and put a door on that, plus some cover. This will then lead to the current flank past the spawn, but it's a bit easier for attackers to access, and gives them a bigger advantage in the current area.
The one-way route to the point itself could be easier to use - I might simplify it to something like:
A single (or crooked) ramp or staircase, with some cover. (Cover will probably be more substantial than this.)
This leads to:
This platform is way too high - it should be about the height of the top of the railings, so you can't jump up but its easier to jump down.
Opposite this will be:
A slightly less wierd version of the old area, raised so as to be better for sentries: it should also be easier to see when coming from blu spawn.
C)
I need to think more about C, but the basic idea I have at the moment is:
Move the point back and put a sentry spot here: firstly for red to defend with, and then for blu to use to stop counter-pushes. Variant on this:
Put a roof for sentries - which would probably need something to stop it being used to defend the ramp up to here from B. I worry that this would make it too easy to defend though - big height advantage, with a very nasty sentry spot at the top? Especially with D so hard.
D)
I think D is proving to be not so bad now the timers are tweaked and the health reduced. I probably wont implement this change in the next version - i want more testing first, so will stick to the changes to B for a15 - but something like this:
This one isn't clear because its internal, but i'm thinking of an extra route from the top on the right through to above the doorway on the left, with closed windows for seeing the defenses and open windows for shooting sentries from.