Updates (4/15/2010):
I've been working on ctf_third_law_a8 for the past week or so (finally found a little time for mapping). I don't have anything ready for another gameday yet, but I do have some significant gameplay and layout changes in the work that could benefit from your esteemed input.

Any and all input are greatly appreciated.
Summary (screenshots are below) of problems and changes:
- Problem: Confusion about laser and lack of incentives for using it.
- Solution: Incorporate central building into gameplay.
- Problem: Intel room is too big.
- Solution: Move intel, further develop base interiors.
- Problem: Drop chutes are confusing and don't always work right.
- Solution: Remove drop chutes.
I've also been working on some other issues, notably the plethora of narrow pathways throughout the map. Those are more straightforward problems, however, so I've left them out of this update.
Screenshots:
Base Interior (BLU)
Goals: move the intel out of the open. Make the base interiors more interesting to play in. Block sentry and sniper sightlines.
Changes: intel has been moved from its central location. New interior structure added as intel
drop point. Protective barrier added in front of main spawn exit to hinder spawn camping (more about that in a minute). Secondary spawn exit added (will likely be moved, though).
Base Interior (BLU)
Goals: add new route into base dependent on central building's gameplay mechanism. Move intel out of the open. Incorporate upper walkway into gameplay.
Changes: Created interior structure to house intel. Structure is accessible from floor level, walkway level, second-floor window, and new exterior path.
Base Interior (BLU)
Goals: incorporate upper walkway into gameplay.
Changes: added entrance from upper walkway into 2nd floor of new intel structure.
Base Interior (BLU) - Intel housing (2nd floor)
Goals: give players an incentive to control the central building.
Changes: added triggerable entrance directly connecting central building and base interior.
Base Interior (BLU)
Goals: reward players for controlling central building.
Changes: added telescoping "hamster tube" that extends to connect base interior to central building.
Base Exterior (BLU) - Hamster Tube
Goals: see above
Changes: added doorway from central building interior that opens in response to hamster tube extension.
More screenshots sans commentary:
All of these changes are in a very rough state. The tube is not functional yet, though I have a working prototype. The general idea is thus:
- Two players on team RED step onto the control panels in the central building.
- X seconds (3-10, I'm thinking) pass. The central mechanism is activated.
- The hamster tube from BLU base extends. The doors at each end of the hamster tube open, as well as the remaining doors to the intel structure within BLU base (screenshots 2 and 3).
Basically, you can't get the Intel until you take the central building. Once you activate the control panels for your team, the enemy's Intel will be exposed until you cap it or the round ends. Once the intel is capped, the Intel structure is sealed up again and the hamster tube withdraws.
I'm sure some of you are already :facepalm:ing, but what are everyone's thoughts on this idea? Good, terrible, needs work? There are a lot of variants I'm considering: intel exposure is permanent; interior entrances to intel structure are always open, only the hamster tube is affected by the central building; etc.