This is my experience playing a defending engineer at A.
Note that sentry range is about 11 x 128 unit blocks, so if I put a sentry at 1 or 2, then it would be more in cover but out of range of the opposite side of the bridge.
The map author has to be careful not to give engineers a place where they can build, keep their stuff alive and suffer little pain. You've done well to make building a sentry nest a risky thing here at A. But as an engineer I feel like there is no solid foothold, and anything I build could be destroyed easily. It's hard to keep my buildings alive, and because one good push is all it takes from Blue, usually, for them to capture the point and take everything out, I feel like my time would have been better spent as a medic or pyro, because I would probably have done a better job of keeping the enemy back.
Sometimes if it's too hot up ahead, with my sentry and dispenser, I will place a teleporter exit further back, out of the way. However, in the area preceding A, there are no little buildings, or corners, or dips, or clusters of props that I might use to hide a teleporter exit from the vision of an advancing enemy or sneaky spy, and the area is very long and open, so if Blue push through, they are bound to take my teleporter out, too.
Now, I am not an expert engineer. And what I am talking about is not bad stuff unless you think it's bad. You have designed this map and what I have described might actually be exactly as you wanted. Afterall, there are three points to capture and A should be the easiest. But as a defending engineer at A, it does not feel satisfying. When defending as an engineer, if I feel like I helped the team even though we lost the point, I am happy, but I don't get that feeling here.
Note that sentry range is about 11 x 128 unit blocks, so if I put a sentry at 1 or 2, then it would be more in cover but out of range of the opposite side of the bridge.
The map author has to be careful not to give engineers a place where they can build, keep their stuff alive and suffer little pain. You've done well to make building a sentry nest a risky thing here at A. But as an engineer I feel like there is no solid foothold, and anything I build could be destroyed easily. It's hard to keep my buildings alive, and because one good push is all it takes from Blue, usually, for them to capture the point and take everything out, I feel like my time would have been better spent as a medic or pyro, because I would probably have done a better job of keeping the enemy back.
Sometimes if it's too hot up ahead, with my sentry and dispenser, I will place a teleporter exit further back, out of the way. However, in the area preceding A, there are no little buildings, or corners, or dips, or clusters of props that I might use to hide a teleporter exit from the vision of an advancing enemy or sneaky spy, and the area is very long and open, so if Blue push through, they are bound to take my teleporter out, too.
Now, I am not an expert engineer. And what I am talking about is not bad stuff unless you think it's bad. You have designed this map and what I have described might actually be exactly as you wanted. Afterall, there are three points to capture and A should be the easiest. But as a defending engineer at A, it does not feel satisfying. When defending as an engineer, if I feel like I helped the team even though we lost the point, I am happy, but I don't get that feeling here.