Seems really neat, too bad it's broken. Any rounds involving the two areas that connect to the final bases won't let teams out of spawn, due to what I assume are the collisions intended for the final Base assult rounds being enabled during them. Regardless, I'll do my best to provide feedback on the little I played and what I can tell by looking at it! First, there should probably be spawn doors so you can't just lob grenades in and kill spawning players. Also, I think you should really get the round chalkboard working so players can situate themselves. The points don't have descriptive names, so I shall refer to them as Circle, Bath, Arch, Gazebo, Red Base, and Blu Base.
- Circle: The point seems very, very close to spawn. I like the design of the point though! The connectors to Bath are neat, though should probably be more separated so teams can pass each other since at the moment it all goes though one room. TC tends to work best when there's (at least) two separate routes per round with one of those favoring Red and one Favoring Blu (from my experience). This is why the upper diagonal round in Hydro doesn't work; it's all one room. The connector to Arch has the same issue but worse; it actually is just one route. It's clever that both diagonal rounds are reusing this space, it's just a shame that it's not an interesting one. I'd add a tunnel, or just a lower route under the existing one (that is still used for both diagonals) so that both diagonals can have two routes. Alternatively, you can do what Strata does and remove one of the diagonals so you have more room to work with the one. Finally, the connectors to Gazebo seem the best, though the entrances and exits are far too close and you forgot to light the tunnel. Looking from Circle, I'd move the top route left all the way to the wall, and shift the exit (in Gazebo) over to the other side of the row of decorative arches compared to where it is now.
- Bath: I like this idea for a point a lot, I'm just worried about the high ground over spawn. I guess it works for the Generator Room in Hydro, so this might work. The entrances to the connector to Circle seem fine from this side; most of the problems are inside the connector or on Circle's end. The connector to Gazebo is kind of garbage, since it's just a single staircase that's not immediately obvious. It's kind of neat this staircase is reused in multiple rounds though! The connector to Arch is not great either, since immediately after the two separate doorways the routes connect and funnel down into one. With the way this is set up it might kind of work, provided you immediately split it back out and had another route that feeds into the ah the wall at the top of the lower staircase, looking at Arch from Bath. Alternatively, rework the entire connector.
- Arch: I think I like this point the most. The geometry is varied, and the areas seem fun to fight in. The way the point is build into the landmark as cover is really nice. The connector to Bath is just a single route shoved in the corner, which might work if you do the things to the connector I mentioned when talking about Bath. Alternatively, rebuilding this end of the connector by adding another route would also work. The connector to Circle is promising at first, but you quickly realize that it's just one route again. I like the entrance on this end of the connector though. Finally, the connector to Gazebo seems like it's the most interesting one in the map to me; shame I never got to actually play it. The routes are close, but this one might work? I couldn't tell you why, but I think it might. The main issues with it are on the other end, I think.
- Gazebo: Seems alright, I like the area with the one bit of diagonal geometry in the map near the pillar, and the area around the Arch connector. The whole area seems like a fun place to fight. The connectors to Circle are okay, though all of the fighting stays on the outer edge of the map. In contrast to what I said earlier when talking about this connector from Circle's perspective, from here it would make sense to add an additional connector entrance where I said to move it to, but leave the existing one as well. The connector to Bath has a nice lead up to it, though it sufferer from being one route, as is the running theme again. Most of the issues with this one are on Bath's end or inside the connector itself though.
- The connector to Arch is really interesting. The exits on Arch's end are very close together but the way the cover is built and sightlines are laid out it might just work, with the team that owns Arch sticking to the outer edge of the map and the owners of Gazebo taking the tunnel route. However, I do think the tunnel entrance might not be in the best place; it's under a prime spot for a sentry, and it being in the low ground means that if Arch is holding forwards up above it'll be really hard to get into it. Adding an additional entrance to the tunnel/building over by the pillar might work well.
- Red Base/Blue Base: These are both the same, so I'll cover them at the same time. Please don't do this in TC, it's not fun. You can just remove the two rounds (and the two control points) from the logic and the game will end when a team owns all four center points.
Very interesting overall; I'd be interested to see another version of this one.