whoo double posting
These are self explanatory:
http://i.imgur.com/nIWvl.jpg
http://i.imgur.com/T7e20.jpg
Something weird happens to closed doors:
http://i.imgur.com/lulUj.jpg
I legitimately hate seeing this:
http://i.imgur.com/cvt26.jpg
I find myself wanting a C to pre-A route of some kind. Spawning and facing that slope to the window really sucks because it means I end up going to the slope, realizing my mistake and then circling around towards A instead, which adds 5 or 6 seconds of walk time, or it felt like it anyway, and I was playing Scout. The B to B and C to C walk times are insanely long
as Scout and what makes them worse is zero signage (or overwhelming signage in the area just outside of spawn) and the dozens of small loops and switchbacks and dead ends.
The side paths are very natural looking, but all very narrow or else they are narrow at one end, which is frustrating, because as a light class I feel like I have no room to move around and do anything. Even open areas are filled with things, like trees or the fountain or a fence or whatever, eating vertical space or just getting in the way a bit.
As ugly as the HUD was in b1, I missed it. I had no way to know from looking anywhere at my screen how far my team or the enemy team was in terms of caps except by guessing at the general direction and distance to the flags. If there weren't flag outlines I'd have had no idea. Speaking of the HUD (and signs in general), why are you using "_ A B C" instead of "A B C D"? It just makes the pre-A cap hard to talk about, imo.
As it stands I'm not too crazy about this map. You've basically created a new theme (again) which is clever, but the map itself is lacking. I think you're onto something with moving cap points, but the propensity for Engineers to set up at C regardless of where their flag is was a bit disheartening.
Also I can only see that one part of ctf_atrophy in this. Everything else I don't recognize.