Luckily, the gameplay between linear A/D and TC are very similar. If you took TC, locked one point, and made the attacking team spawn faster, you'd essentially have 1CP A/D. Hydro is huge, making most other gamemodes impractical with how spread out everything would be. Breaking it up into stages solves that problem and allows me to retain every single point. From there, it was just a graph theory and logistics problem of what points could be concatenated well, which paths were preferred, and which paths needed to be avoided. I can walk you through that if you really want to know how I solved it.
I'd love to go for a competitive focus, but what exactly makes a good linear A/D map hasn't been determined. As doubtful as it is, it'd be great if this map held the answer to that. At the very least I'm aiming for a pub map featuring what folks like about Dustbowl, but overall be better for everyone.
As for future plans, that awkward first point in stage two is going to get attention. Plan for that is to carve out a new area adjacent to the cave and sewer segment to be its new home, as well as give attackers a better hold in sewer. Attacking the second point in stage two is hard enough, so I'm against pushing it back for now.
I'm keeping an eye on the garage due to the height advantage it gives defenders. If it does become a problem, and unless I get any better ideas, the plan for that is to raise the entirety of Blu base out of the underground so it's more level with the garage.
The entirety of the last stage needs attention as well to ensure good balance. Options for attacking the first point might be too limited. Final has a reputation for being an incredibly difficult point to cap against a good defense. Once I get good play data for these to analyze, I'll be figuring out ways to address them.