Shame this one broke. Overall I think it's too large, and the routing is not very good. I'm not sure if this was supposed to be Gravelpit, Steelpit, or linear CP. Blu team needs to go past Red's spawn in the low ground to get to A, and A is the farthest for Blu to reach. B's too easy for Blu no matter what, since defenders can't reach it without passing through the choke they are supposed to be defending. I have a feeling C would have been impossible for Blu, since the only route for non-jumping classes is to walk all the way over to A, take the ramp, walk all the way back towards C, pass through Red's spawn courtyard, cross a bridge, then take the ramps up to the capture zone. It doesn't feel like much though was put into how players reach places; instead it feels like the individual areas were designed separately and stitched together. This was a collab so that kind of issue can and does happen, but it's still a good idea to work out the general flow pattern of players before starting to knock out spaces. Moving Blu's spawn to being between A and B is the move I'd go for, which would allow you to start looking at the routing and planning how you want players to attack final.