Intended Changes For A2
(These changes are pre-feedback, but are changes I had in mind in case the poo hits the fan.)
+ Adding flank route from useless hallway to rollout balcony.
I'm doing this because (on top of the fact that I need that hallway to have purpose) the lobby feels a bit too chokey, and adding this room should help lobby be less of the mapping issue that it is. Which reminds me...
-Shortening Lobby
After doing tests, it took Heavy 23.5 seconds to reach mid from spawn, and it took Scout 13 seconds. This is not only way too long, but for the maps I did the same test for (Lakeside, Lazarus, and Viaduct), they all had shorter times, with Lazarus being the slowest of them with Heavy taking 20 seconds and Scout taking 10. This is still too long, and I think the issue is that Lobby is way too big for its own good. The shrinkage of lobby will probably also make soldier/demo rollouts a bit less comfortable, so that should increase the skill required to nail the jumps.
+Adding Balcony
This one is less likely to happen, since Sniper already has a 2500HU sightline across the bridge. If it were to happen, I'd probably have it be a route from Upper Lobby (the section that drops down to the lowest door to mid) that goes over Lower Lobby. This would mostly be to add another route to leave lobby through, incase the current 3 shutter doors weren't enough.
-Alter Pickup Locations
This is almost guarenteed: This first version, the pickups are way too frequent and are in weird locations. Next version, I plan to shrink the amount of pickups as well as put them in much more favorable locations. This mostly applies for mid, but I'll also do some changes to lobby in this regard.
+Rework spawnroom
The spawn is not only boring in this version, but it's lazily over sized. I looked over my original sketch of the spawn and decided to tweak it to be a bit more like Viaduct, and a lot less like Kong King.
+Rework lighting
As you can see, the lighting is kind of awful right now, so I plan to fix it using the link kindly shown to me by Messing Around. The other issue, however, is that the environment lighting feels too bright in my opinion, so I'll try and find a healthy middle ground where I can figure out more ways to light up the map while still keeping it reasonable.
These are just some ideas that will probably make this map more fun to play on. Hopefully, once playtesting is done, I'll have more ideas of what changes need to be made to improve gameplay.
EDIT: I may end up just updating it to A2 for playtesting, since it fixes most the issues I saw in A1. The balcony idea is also pretty bad, since I've shortened lobby in general, making it even less possible to add a balcony.