cheers - yeah funnily enough that's what peeps at my community have said. It's hard - I preferred the water open, from an 'interesting map' point of view, as it solved the waterfall stealth engi issue too...but it definitely hurt 6v6 gameplay as a scout could escape away with the intel far too quickly. It wasnt meant to be an escape route - it was meant to allow easy access into the capture - and slow access out as it was a drop down - problem is there are two of them

so on the way back with intel, a scout could run up to the top stairs, and jump, in one, into their own water....so they were visible for a couple of seconds. The other team had no chance to stop their escape and it was pretty aweful.
I agree with the clipping. No build may be enough - or i think a better answer would be a displacement to fill the void. It was too problematic having people hide behind the falls though - shooting out at peeps.
Hopefully if I can get gameplay right 6v6, it will also work 12v12 - that's what i'd like. If not, I will be releasing a pub 12v12 version, because my friends have said they liked it how it was too.
For this comp though i'm going to try and keep it as simple as possible, till it works, then see what polish i can give to it.