Well, still hammering away at cp_railstop. One thing I've come to realize is how I have buildings on the East and West ends of my map (in the neutral area) that serve little purpose beyond housing the third-tier resupply rooms, despite the fact they take up a fair chunk of the map and have enough pathways in themselves to possibly house their own Control Points! My map's points are layed out in sort of an S-like fashion, similar to badlands. However, at this time, it lacks (the presence of, as well as my intention of placing) the pathway that runs down the middle of the map (similar to the trench in badlands). As a result, those buildings on the sides are kind of "out of the way" of the standard gameplay flow. Rather than compromise much of my pre-existing level geometry and work on more paths, I have an idea. The final CPs are somewhat closer to the center of the map (in terms of the Y-axis) so perhaps, once the second-to-last CPs are captured, a door or two could open up by those side buildings to allow additional pathways to the final points, a la cp_steel. Pros More diversity in attacker paths. Better player circulation overall. Makes it easier to capture the final point, compared to the massive chokepoints frequently encountered near the end of a match. Adds a twist to gameplay. Engineers may have placed their sentry guns in certain locations in anticipation of the attackers coming one way, when in fact they must now be wary of the additional routes at their disposal. Cons May be hard to grasp at first for new players. Adds a twist to gameplay (see under "pros"). This can help and hurt if the team under attack is going full defense in one locaiton, only to lose the game due to a bum rushing Scout coming from the totally opposite direction. What say you?