A3 is out. Added some fences to outside of map for detailing purposes, signs to direct people, fixed a geometry inconsistency at 2nd, re-positioned some healthpacks.
Nightwatch: Not sure about the too many entrances/too spread out thing. If you compare this with process, it has the same number of entrances to last, in roughly analogous positions. They serve different purposes, for sure, but I don't think they'll be overly difficult to deal with. Unlike process, if it does end up with too many entrances, the far left door is very easy to get rid of, so thats a bit of a bonus. And shutter doors are a necessity.
The primary purpose of a shutter door is to restrict a sightline, without restricting movement between areas. When you are in badlands lobby you can't see or be seen at the chokepoint to middle (the door blocks the visibility). However, if you need to move quickly to spire by rocket jumping from lobby, you only need to peak out the door and jump, as opposed to the doors at gravelpit C, where you have to walk out a choke, walk right or left (out from under the slanted roof) and then rocket jump. Or, you are a demo in lobby, you need to get to choke, instead of walking around a corner, you just walk to the door and sticky jump to or near choke.
Yes, you can "manipulate" shutter doors in a way that might seem suboptimal; sticky traps, pyros airblasting, heavy camping the door, etc etc. But with those, the primary issue is placement and positioning. Putting shutters too close to or near primary attack routes does lead to these sorts of manipulations, so the primary way of resolving it is to ensure that shutters serve as secondary entrances (further from the actual point of contention) than other choke points which are more open. The right most shutter door on process that leads to the second control point from last point is a perfect example. If you try to hold forward on that door with a sticky trap, you are wayyyy out of position so any sneaky scout that flanks you through the ramp or pushes quickly through the door gets to eat your lunch for free, and your team can't support you without getting destroyed by spam. Alternatively, if that door wasn't there, sightlines from the control point to the choke room there would be ridiculous from either angle, making it really hard to capture or recapture the point.
Ultimately, its down to how you use them.