Here's some feedback:
-I found this area to be overly complicated. There's so many paths everywhere it's hard to tell what leads where and how to get from one spot to the next. It causes defenders to split up too much for defending, and attackers to split up too much for attacking
-This area has a similar issue. There's like 4 separate paths here with many leading to the same or similar areas
-red computers fade out in this building
-I rarely see anyone use this building. You could probably remove it without much change to how this area plays
-There's 3 separate routes from this one spot alone, not to mention a 4th through a building over on the right. You could probably close up the path on the left to help teams be more focused on the corner
-Again, there's just so many doorways here. Consolidate some of these paths so teams don't split up as much.
-these 2 locked doors lead to the same room. There's already 3 paths past this building, 2 on the left and a rocket jumping path around behind it. I'd suggest merging this building and the jump path together to just be 1 thing
-Last also has issues with a multitude of paths. Having red spawn split up like this makes it hard for them to group up when they are getting their butts kicked, and difficult for BLU to know where they'll be coming from when they are holding the point well. I do like the underground path around behind last though.
Thank you so much for the detailed feedback.
I'll try to explain my reasoning behind the areas to the best of my ability.
1st area:
BLU is given 4 ways to attack the point. The main choke, the left stairs that lead to highground and the right stairs which lead to the highground. I personally don't find it to be very complicated or for 4 ways to be too much, especially when 2 of them somewhat blend into another, but will keep a steady eye on the area in future maptests, specifically on how split teams are given I can see where you are coming from.
2st area: Same applies here, really. As far as the choke itself goes, players are given only 2 options: Go for the flank area, or go for the choke. The same applies to the RED team - they could scatter in the ways they go to the area, but they will still find eachother.
Unlike the first point where I can understand that the teams might scatter given the areas are somewhat far apart from eachother, I can't see it here, given the players are merely given more options on how to approach two specific areas, rather than there being too many areas in their own right.
I find "too many ways" to be problematic when the areas they lead to are far apart or the "ways" are long and winded - this isn't the case here, atleast from my perspective.
Last building: Players somewhat frequently used the building. I agree that it's kinda rare, but I wouldn't say it's worth removing given there still is usage.
Last choke: This is something where I once again I don't really agree with, especially because it is one of the more hold-happy points of the map given it's a last area. If the left area was closed off, a single demoman could effectively control the entire point. Pressuring through the point would be very difficult as it's the primary choke, going down the "path" on the right is dangerous as it doesn't have a lot of cover - so you are only left with the flank from the right building, and 1 flank I'd personally consider to not be enough. The left area is somewhat close and allows players to get *around* players pressuring the choke, which makes for a more dynamic fight - as always, in my opinion.
1st point head-on screenshot:
The path under the bridge is irrelevant for BLU attacking 1st.
The bridge path, also, is mostly there to transition from the "first push" into the building more effectively. Players which are coming from BLU spawn will not use it to enter the BLU area.
This leaves us with the main choke, the left door, the right one, and the upper one. That 4 doorways to enter the 1st choke, with the upper one leading closely to the same area as the main choke door.
As explained in the first point comment, I can't see the large issue but will keep a steady eye on it.
Locked door building:
Earlier iterations of it had only a single path inside it. No one used it. It was simply too annoying to use it given you had to walk around the sight-line blocking piece of it that is sticking out. Adding another door fixed the problem altogether, and it once again leads teams to the exact same area while making it less annoying for BLU to navigate to it. I can't see the issue.
Last:
I tried to follow a similar idea that Badwater has, where teams split up from being on the highground and the lowground. I hate to repeat that sentence again, but I can't see the large issue; Teams are relatively close to one-another similar to Badwater, it is not like one of them spawn in the underground area that is entirely separate to the upper one if you can follow my train of thought.
And of course; Thanks for the fading prop report, they'll get adjusted.
I hope I didn't come off very harsh, but I personally simply like maps offering a lot of paths compared to ones which offer very little. The latter enforces teamplay more while the first allows for less teamplay, but more one-guy-heroes. I usually try to find the balance between those two things.
But maybe my opinions will change. I will keep a very close eye to the problematic areas you mentioned in the next imps, and if needed, they will be adjusted.
Thanks again for the feedback!