Quick update...
First, thank you ETF2L for running the map in your Experimental Highlander Cup, and thank you as well for choosing to place the map in the pool for the Highlander Nations Cup. I'm thrilled that the map works well for Highlander, and if it works out more easily for Highlander than 6's I may switch to focus it towards Highlander and expedite work on cp_logjam for 6's.
Next: The map. I'm currently working on making a new version. I'm taking the map out of RC, I was rushed to get it into RC so that I could get it played as the UGC preseason map, which didn't really get me feedback anyways. Oh well.
So, next version of the map is going to be cp_intermodal_g1. I've chosen G because it's the next worse kinda of radiation after alpha and beta, gamma. Yes I'm a dork.
Anyhoo. Changes for the next version, coming soon:
-Shutter closest to point at last is gone; it's now a door
-Heights on a few doors raised to make certain ramplsides a bit easier.
-Red Side re-texture- the brick scheme is not very good and is visually cluttered and doesn't match some of the geometry style. I'm running through and making it better.
-Mid point visual clutter- many people have told me that the mid feels to cluttered and that the three trains may be the reason, I'm going to be editing it to seem more smooth and streamlined.
-Lowering respawn times.
-Double stack container at last made lowered to a single container.
Once again, thanks for the feedback.
P.S. To you people here and on the UGC forums, perhaps if your DM was higher than that of a iron pyro main you might not feel the need to run heavy full time on this map. And no, the sniper sightlines are not bad. They are fine. Snakewater is a better sniper map than this one. Just ask that cool cat Teejay.