Ok, this update is about ready to go. I have stated in prior posts about the changes but I will give a brief overview of them.
Quite a bit of new real estate was added to the map. It's about almost double the size. The map layout now functions as a true "U" layout. There are 3 main routes each base can take to the center area and thus to the other teams side of the map. The train was totally removed, that entire area where the center cap was is now sealed off and is in large part an extension of the center building. No more cutting through. I removed the forward spawn room and just kept that room as a resupply room only. The reason I did this was because the center building (which now you can access through one door by the center cap) now becomes a true fighting point. A team can establish teleports there where they can be protected much easier then any other place on the map. Still, a good spy or an uber can wreak havoc inside and destroy the other teams control of that area. Although a sentry can be placed in the doorway there to protect that center cap, a team can still capture the center area without having to stay in front of the sentry because the capture area is wider then the doorway.
Some other details: There is a backroute to CP2, CP4 as well as the room next to those points is now open. You can set up a sentry in those areas. In that back route, you can choose to go to those capture areas or you can bypass them and go up the stairs to the upper deck and in route to CP1, CP5.
2 main walls were removed from CP1 and CP5 to open that area up more. It was very difficult to get sentry's up to protect the last points. I did put up a beams with metal on one side to give some kind of protection to the attackers.
Also, now that there are true routes and not just a super wide open area, a team can establish a defense much better now. But, there are still wide open areas and pyros cannot just domminate as before.
Also I remove a few walls in the base area buildings to open it up more and make it less confusing.
Here are some pictures - Really, the last thing I need to make sure is how well the hint/skip brushes I placed help to increase frame rates. Tomorrow I will post up a link to the map and before I release the next beta, I would like a few knowledable folks to take a look at the brushes I set up and tell me if there are flaws in how I set those up. I want to get that fixed up before I release the next beta.