hi, i got some feedbacks for the layout (with some shitty mspaint on screenshot for demonstrations):
1. The spawnroom only has one door out and it's pretty small too, would cause some spawn camping problem. I feel like you should extend the spawn to the building right infront of it, not just because it makes sense, but also to avoid confusion (at first i thought that the whole building is a spawn, changed class and died). Furthermore, it probably would not affect the gameplay too much, cause i don't see players pushing all the way up there, UNLESS they want to spawncamping the enemy team.
2. Related to the spawn area, imo the route on the right would be very underused, because of the angle of the spawnroom and the middle door, which is more convenient and closer than the 90 degree one. On top of that, it doesn't give players any advantage over the middle door, maybe even disadvantage because of its height.
3. The Sniper deck is pretty overpower:
- The Snipers are completely safe upthere, the enemy can't reach them while the small windows act as a cover from hitscan, additionally the platform is a bit too big for them move around dodging pipes and stickies (also the jumpad could also alert any enemy Spy attempting to take them down, if the Sniper has good ears)
- Also the windows also provide them a very good sniping angle across the whole battlefield
- About the jumpad, a Heavy can abuse the jumpad just by a little strafing and keep landing back into it, he will become a 300hp bunny with a minigun
- Regardless the locations (Blu or Red), a Demoman could be insanely effective on the deck. Again, the windows allow him to spam free on the CP zone, thus prevent any capturing attempt. If on the enemy's deck, he could shutdown this whole route with stickies.
- This crate on mid is quite ridiculous imo, not just that it blocks almost half the lowground entrance, but also put up a pretty strong hiding spot, which allow the player to hold 2 routes at once (especially Soldier), you can also hide behind it instead of on top
- Lastly, the highest platform on mid is also another strong holding spot, mainly because it allows the in-control team to watch every entrances that lead to mid (not counting the fact that it's huge). In my layout suggestion below, it provides the attacking team more options to push, while prevent the defending team to hold the entrance without having to enter the building, and furthermore reduce the moving space of the highground platform