s1_a4 test notes:
A: Removing the door for red to access the room helped make it so blue could take control of the room, but it also made it just that much easier for red to hold from behind the point, which was not fun to deal with and should not be an effective strategy. If blue clears the room, they should be able to take the point easily. To that end, I plan on reworking how red enters the area so that they are on a low ground and have much less of a corner to hide behind. Demo sticky spam will still be effective, but the demo will also be in a much less safe position when doing it.
Also noted, as always, was that blue's spawn is too close to the point. I'm not exactly sure what the criticism here is other than that it
feels wrong, which I agree with. Prestige suggested moving blue spawn further down the hill, so that blue has an uphill battle. I think this is a good idea. I can envision it working something like this, where blue has a main path direct to the point that is fairly open, and a more close-quarters path up the side of the cliff that allows them to attack the room from behind.
Canyon: Readability suffers in this area. I'm adding some ghost lights to boost the ambient a bit.
B: This point is fun for red but "miserable" for blue, to quote some feedback. Moving the point further into the room definitely helped with creating more obvious sentry spots, but the sentry spots in question are really close to the point. It plays very awkwardly. People seem to enjoy the underground route, though it felt kinda cheap to be able to wipe red with a single uber phlog pyro because they weren't watching a route that they might not even know exists.
Blue probably needs a forward spawn. I anticipated blue being able to hold forward a lot better than they actually did, and I think walk times are a major contributor to that problem. I've been avoiding a forward spawn because I want the canyon to be more than a cakewalk for blue, but the walk time to B pretty much necessitates a blue engineer with a teleporter to keep blue in the fight, and given that I might be making A larger, that problem is only going to get worse.
I might move the CP back to the center of the room. Moving the point further into the room took it from "indefensible" to "unattackable." (Neither is actually true, but some players certainly felt that way.) Given the building's shape, I don't really see any other way to make this work, and instead I should investigate ways to make defense of the center CP less awkward.