I compiled a test version of B16 that addresses some of the concerns I've heard from players this past season, download it here - filename is cp_villa_bpre16.
CHANGES:
Last
- Tightened up the space behind point on last by adding new ledges that stick out from the wall and pushing spawn exits forward
- Added more cover to right side of last and altered the stairs there
- Made the entrance from dungeon into last tighter by adding a pillar
- Raised the fence in the top right to the point where it can't be reached by a single jump
-Adjusted stone fence clipping to better fit the model
Second
- Moved the medium healthpack on mid to the other side of the choke so it is now on second to make the fast demo rollout less powerful - demos can still do the fast rollout now, they just will get to mid with less health
- Turned the fence by cafe into a much taller brush-based fence that players can't stand on
- Added a light by choke to brighten that area up
- Added a partial wall to the rollout exit to slow down flanks a bit
Mid
- Added a small healthkit on the roof above the point
- Turned the wall behind the towers into a clipped-off area that recedes into the wall so its harder to hit with splash - this change was meant to help with medic survivability in midfights
Other changes
- Made performance improvements throughout the map - removing some details, fixing some parts of the map rendering when they aren't supposed to, etc.
- Adjusted some of the lamp props that were being used to hide stickytraps by repositioning the lamps (in left-side lobby), changing the model entirely (in rollout), or adding a new prop to block damage from the stickies (in library)
- Increased base respawn wave times from 9 seconds to 10 seconds, which is the wave time for pretty much every other 5cp map in rotation except Gullywash