The TC map I'm working on is going to be more of a successor than a direct update. I'm keeping the general layout, but I'm redesigning the point areas and connectors to be less... bad. W and Y are going to be improved on, while X is going to be heavily redesigned and Z is probably going to be scrapped and redone entirely, as are the end rounds (at least one of them, so they are asymmetrical). I'll be able to use space much better for the diagonal rounds (especially WZ), since the point areas will be built around the diagonal routes, rather than the diagonal routes being wedged in between 4 completed areas.
A little bit of planning goes a long way, considering the circumstances under which I made this map. I built W, initially planning to make a CTF, which I semi-finished on day 1. I decided it was shit and started over, with the "fuck it, I'm gonna make a TC map" mindset and 48 hours to go. I ended up completely improvising every area as I went. Z, the final stages, the spawn rooms, the round blockers, and learning how TC entities work (something I really should've done a long time ago, in retrospect) were all done in one 5 hour sitting, ending at 3:30 AM, during which I listened
this song more times than any human being ever should. Hopefully that puts the map in a little bit of context, as well as explaining why the OP and the post in the upload thread are only half coherent.
I should have the new version out in the next 1-2 weeks, so keep an eye out for that.