So here are a few thoughts on what I kinda plan to change in the next version:
So one of the major problems was the strong sentry spot at last, which were way too hard to counter other than using an über. While I'm okay with the sentry spot, it covers way too much ground, including the flank routes, which means cutting the reinforcements off to the sentry is near impossible. This results in some very stale gameplay, where it feels like your only have a chance by using the ”pile on the point methode” and hope someone survives long enough to cap the point.
I'm planning on expanding the exit area for the sludge route, so flanking players can stay out of the sentries range, and take them out from a safe distance/cut off reinforcements.
When someone first mentioned that I should expand this area and add pickups on it I doubted it would be an good idea, but in retrospect it might not be a bad idea. Expanding this area and adding pickups allows soldiers and demoes to peak around the rock and attack the sentry, with the small pickups aiding them to sustain sentry fire and spam.
Adding a smaller balcony here gives Blu another angle to attack from, if someone has set up a sentry on the house's balcony. Beside that, I'm planning to expand the smaller house a bit, and move it a bit further away from the point, to make space for the expansion of the rock.
A interesting change I have been thinking a bit about, was to remove the smaller house completely, and create a larger flank route on the left side (from reds perspective) of the larger house. That would make the map feel kind of more uniqe, as many A/D cp maps have the ”final cp in the middle of a defensive highground” feel to it.
Another change I have been working on, was buffing the flank staircase behind 1st a bit, and giving it some ”transparent cover” (in this case fences), so flanking players have a chance to see the locations of enemy players, before engaging in combat. Also, a little rock arch with a small healthpack has been added, aiding players who fall of the cliff, and giving them a chance to get back into combat/flee at the cost of time.