Hey Berry, some thoughts on b1pre4fix:
I never wanted to hold the front room in front of A, as a defender:
Where can red stand? Lots of highground right in front of them, with barriers to protect those poor blues up there, you can't stand here or you will die. Box on the left?- what advantage does that give you.
Large dead end, I would not go into that corner since it takes me so far away from dealing damage upon close range hits on blue team, and it just puts me in a corner to die. A sentrygun here would get edge-shot, people poking their heads to shoot a pipe, and taken down in 15 seconds from the start of the round. The door back to A point is much more appetizing from a defender point-of-view than staying put.
It was difficult to find good positions as defender on A point:
Staying still is less fun than letting attackers take ground and then letting defenders retake it in an attempt to tide them (the attackers) off for a few moments. This room in particular feels like its only purpose is for giving ammo to and giving a spot or engineers. As a soldier trying to defend in this room, I feel like my access to the point and my access to escape if need be are both very limited.
Standing up here as a defender felt weird because the corner was jutting into 'my zone' so much, I feel like I don't really have space to move around when I'm standing up here - on the boards and platform.
This back area of A point looked cool and generally felt fine (apart from the previously mentioned-in-feedback want of a door to B point), however I rarely came back here when playing as either team.
Personally I would want something like this: red team is defending from behind the point instead of awkwardly right beside all confusing-like, and blue team either hits from the flank beneath in the gully or from the back with the already-existing route that is there.
This building felt a bit weird:
Approaching it I feel like there's probably some amount of depth to it behind those blacked-out glass pieces, but as soon as I go through the door there's a sharp 90 degree turn back to the control point through a tiny doorway. Maybe as an engineer I could defend from this doorway but as any other class - even as a soldier, I did not want to stay here and wait for attackers to come to me, so generally it felt like an odd place for defense. I kinda wish it was wider, I think I also wish the doorway looking onto B point was wider too.
Also, when I come up into the room I initially, and even after learning otherwise still kept thinking that this window was looking into a strictly-detail side room.
I think you should maybe hint at the room underneath it better to the people up top - something like putting a generally-in-gameplay sign (like a 'B ->') half-obstructed by the edge of the window, or making the floor in the above room have a section of grating so people up top realise there's a route under them.
Gameplay on B point felt a tiny bit repeaty:
Generally I honestly had fun with B point. It had some interesting push and pull going on, the wide displacement ramp leading down to the point let battles exist on a sloped surface, there were routes for defenders to take to flank-from-behind and try to break apart attacking regiments. There is however a small repeaty feeling going on in the background I think. It may be something to do with attackers rarely actually stepping onto the B point - which isn't totally a bad thing, but it may feel like battles aren't really going anywhere for a while.
I'm not really sure what to do about the repeaty feeling beyond somehow letting battles maneuver their ways towards and onto the point section more - like what mountainlab point A does (where the point just takes a really long time to capture so you really need to 'own the area' before finally capturing the control point). Tyler mentioned some suggestion of making the A->B connectors more vertical which might be interesting.