Desert-y Payload map!
I kind of had Badwater's 3rd point in my head while I made this, but who knows how it'll turn out!
Here's a flank route (currently the only one). Before I finished this room, I was going to put a railing up on that platform, but didn't want to give defenders guarding it too much power over those entering, so opted for a chickenwire fence instead.
I'm not sure if this is a good place for the Capture Point yet, it's just after a rollback slope, but also quite close to that Sentry spot. A Spy could probably crouch behind the Payload and get it to the Cap without any Sentries being able to see them, and there's not much distance between the corner and the Cap that's in the Sentry's sight. Oh well, I guess playtesting will tell!
I also tried to use guiding lines to direct the player's attention to the Payload path ahead. Of course the massive arrow sign contributes a tad, but meh (= -ω- =)
Don't mind the Sentry, I just put it there because I realized it could be a pretty good spot, and it looks almost iconic there.
Personally I'm quite liking the dynamics of this shot, the way all the lines converge from the edges towards the Capture Point.
Shots like these remind me of the power of lighting and shadows. When it comes time to detailing, I'll be sure to try and make the scene look as though it's painted!
(Note: The lighting seems way too blocky, and I assume it's because of the lightspread value. Originally I copied Goldrush's, which is 5, and for these screenshots I toned it down to 1, but it still seems blocky)