Once more, thank you for your feedback. Much thanks to Carn's extensive and well illustrated feedback, I've been able to work on the next version for the last few days.
cp_cargo_a3 download: https://dl.dropboxusercontent.com/u/2447457/cp_cargo_a3.bsp
Imgur album: http://imgur.com/a/Leisu
Changelog u3
General:
* Reworked pickup locations throughout the map
* Improved lighting throughout the map
* Improved clipping throughout the map
Last:
* Removed top exit from spawn
* Removed walkway above last
* Made the route behind last a bit tighter
* Lowered last in relation to the low ground
* Lowered the left side flank route
* Added a platform to the side of the point
* Made access to the top route easier
* Removed the massive high ground above last
* Reworked the right side flank route
Lobby:
* Reworked the lobby, reducing the height differences
* The connectors are now more protected
* Removed the right side lower route to 2
Second:
* Removed one set of crates near choke
* Moved the second set of crates closer to the point
* Made the central "house" route much less open
* Added a ramp to the left side route to lobby
* Added a ramp to the balcony
* Removed the route from house onto the point
* Added a ramp onto the point
* Reworked valley
* Added a little ledge as an extra access route to the point
Mid:
* Made the choke much less open
* Removed the high ground overlooking valley
* Removed the bridge near valley
* Reworked the house
* Added some crates and roofs on mid for more height variance
* Changed the choke-house connector to be a window for bombs
* Replaced the crate over point with some hanging platforms
Huge changes all around. The main theme of this version has been to implement Carn et al's theory of holding positions and choke points, and try to define the battlegrounds of the map better. Furthermore, the two levels of the map have been somewhat evened out and better connected.
The mid point is the one which is most experimental at this point. Please give me any thoughts and feedback on this area.
I'm looking to iterate quite rapidly over the next couple of days, so please submit your feedback and I'll be sure to try to implement it in the next version. I have a feeling that the map is nearing a stage where it's worthwhile to conduct a proper 6v6 test shortly.
Cheers,
chojje