Finally got to play this in Crash's test today, on high ping so filter through the lens of an combat engi. Really liked it, A point I think is fantastic, loved it as both sides. Didn't get to play B point really, and I just have trivial suggestions for A and C.
When attackers are peaking this staircase, you must push up as a defender exposing yourself to a lot of the attackers (which is probably a good thing) but also as an attacker you're blind to whats on the highground. I wonder if cutting that corner like it's crumbling a little to give a little info for both sides of what awaits could be good?
When attacking as engineer, you need to respawn or use eureka effect to get back to spawn, which can be annoying when soldiers and demo's destroy your tele entrance. It's a flaw in the GPit spawn tube thing. It's not neccessary to fix, it's a niche class issue that actually encourages the use of an unlock, but something to keep in mind. (Could also boost on my buildings but building buldings to build buildings is like meta engi)
A detailing nitpick of mine is this room: This cubby having the same trim weight as all other doorways in the area, from the outside of this room it's not immediately clear that it's not a route. It's something you learn, but as a first time player, the trim and the lighting lead my brain to believe it's as important of a doorway as the ones flanking it. Id's change the trim, maybe lower the doorway height to it slightly and dim the light/change it's colour temp to something a little more lamp-like to read as a closet at a glance. Or perhaps giving it a bare brick texture rather than the painted one the rest of the interior has, such as a cool grey one, to not draw as much attention.
I really like how you've blended the transition from industrial into process as if we're breaking into the facility, so another detailing suggestion is to give the doorways on A/B headed to C a secure door/loading bay look. Selling the idea of capturing access into this facility.
When one of the first points is capped, it's very easy for respawn waves of red, and their teleporters at spawn, to be spawn camped by the rotating teams of blu. On defence, after B was capped I spent half my time rebuilding my tele and fighting the pyro, scout and soldier that were sat in the C area ganking us while A was defended by a dwindling number of players. I don't have any ideas on how to balance that lol.
And lastly this one corner on C felt very exposed to many angles, but also it can see every angle - attacking through the A side felt so much safer than the B corner for myself and when I did attack from B, I'd always prefer the lowground route because despite being at a high disadvantage, I had to deal with less angles. I think balancing it is a
prop cover moment.
I'm really liking how the maps looking! It's really fun and easy to learn, and I think avoids the issues I have with the original GPit. If anything can be done about the spawn flanking after first cap, i'll be a happy chap but regardless its great