Mangachuthings that i think should be changed
*remove the deathpit on A
*reduce the amount of ammo on the last point (counted 7 ammo packs 3 of them being full ones)
*able to spawncamp two doors from standing on the point - http://imgur.com/vbCuQ8z
*There is really only one way to push into B that leads to another three doors, and can be sniped from perhaps add a second entrance/gate this area off? - http://imgur.com/D7ypLUq
The map looks like it has potential, would like seeing a linear map a/d cp map played in either 6s or hl
Thanks for taking time to do a run through. Seems you found some sightlines I missed. I think with playtesting I will probably find other things to change in both areas, so I'll hold off on making changes just to break those sightlines for now. For example I think I'm probably going to need to make C smaller and more focused, but I want to do so based on how players use the area, and that alone could solve the sightline issue there. Same with the B area.
As for the death pit -- I am totally willing to take it out, change it, etc. I'm offering the entire map in the spirit of Highlander shaping it into what they want to play. But I do ask that you play a few versions with it just to see if it's actually a problem. That's the point I am the most familiar with. Over a two year period, I tested that point over about 15 revisions of a larger map. I tested it in pubs and Highlander PUGs. I tested it a few times for 8 hours at a time. In my experience it's not problematic.
The idea is to create a point surrounded by negative space: nothing can splash off a wall, nothing comes from below, above, behind. Pyros aren't really an issue because the rails are high enough to block most airblasts, and if you can't kill a Pyro running straight at you you're gonna die anyway. Same for getting bounced -- the point being raised means it's hard for explosive classes to bounce Blu cappers off, and if they do bounce you off, they likely did so much damage you'd die when you hit the ground anyway. I think the point works well. It's also (currently) pretty trivially easy to cap.
I humbly ask that if you do want to play it and shape what is potentially the next A/D map in comp play, play a few times as-is. As I said, I am willing to change it if that is what people want -- but it's not like I didn't think about why I was putting it in, about how it works, about why it works, and about the attitude against death pits.