Yeah, I am still learning TF2 designs, now from what you said I agree, and going to move it to A1 instead of Beta. I Actually Had fun playing with bots and some few friends getting the quick look on it. I Just wan't to make a cool map.
I wasn't going to detail right away, i was going to leave it as for the final release, and after patching adjustments. My way was adjusting the main layout on alpha, then testing with players on beta and adjusting with small or bigger changes and the detail for release. I don't wan't to ignore suggestions and etc. But if you think doing that way is better than the way i am doing, than i will change it.
I am not sure about the scale, for me its fine, plenty of room to move around.
Pickups will be easily moved or removed from feedback.
Is it mid being flat a bad thing?
The capture point building i got inspired from Suijin and Harvest, but if the map plays better with the point on a platform or just open i will change it then.
"Spawns are long and seperated" sorry i didn't get what you mean't with it, is it because it takes longer to reach the capture point?
"The map is so wide" since my plan wasn't to detail the map on beta, i can change it with no problem.
"There are 5 routes to mid, however 3 are just cramped corridors going uphill (they're just going to exist to give snipers sightlines)" Yeah it sounds like a lot now, Idk how to change it in relation to snipers sightlines, but i accept suggestions.
I am going to edit the version to A1 and adjust one thing on the capture point and update for the playtest, because i don't know how it plays out with only players.
Also don't take BadMesa seriously, i was experimenting with it.
Well thanks for the response, i didn't meant to sound rude with my first response, i just want this map to turn out good in the end.