Since Clandestine is a mess to work with in Hammer thanks to weird brush dimensions and Widow's Peak has horrendous scaling issues, I've decided to shelf both projects for now (probably to be rebuilt from scratch later, with a similar layout for Clandestine and an all-new layout and probable different name for Widow's Peak) and put some ideas I've developed while working on them, as well as the knowledge I've gained about TF2 mapping from both, to use in a brand new map. I think the scaling here is proper for once. Sedgwick is a 5 CP map set in a trainyard much like that seen in Well. It's a little smaller than Well or Granary, but I think it's okay (haven't tested it with a large number of people - I'll submit to gameday soon). Same objectives as a standard 5 CP, and hopefully a clear direction of where to go and where each doorway leads thanks to the various signs I've added. Current things I want to know about most: -Does scaling seem proper? I think the distance between points is good here (it's undergone several adjustments before the release of a1), but I want outside opinions. I also want to know if vertical distance feels right everywhere. -Are paths clear enough? The bases each have four doors on the front, two leading into the base and two leading down to the train tracks underneath the central CP (no trains yet - those will come later). I want to know if they're marked well enough. -Is there enough health/ammo? I put some in, but I'm not sure if it's too little or too much. -Any suggestions on how I could "fix" the upper decks on each base to be less 2fort-ey? Currently they're basically the same as the sniper decks on 2fort, and I don't want this map to be disliked for the same reasons 2fort is. Any ideas how to improve those areas? I'd rather not remove them because then gameplay would become very flat, with little vertical gameplay in the center. -Ideas for alternate routes in to the final CPs? There's only one way into either team's warehouse right now, and I'm unsure of where I could put a second route that wouldn't prove too out-of-the-way to defend or too advantageous for the attackers.