Current version is a quick test for TF2M only whilst stuff is finished off so there's a few obvious problems and might be some less obvious ones. It's also a test of reduced setup times before I move it out to the...
I didn't leave feedback for this during the impromptu today because I was owned too swiftly to do it, but I was stuck inside the dinosaur bone displays on RED last. I had jumped down (as scout, fwiw) from the balconies furthest from RED spawn, and found that I could only rotate in place. Couldn't jump, couldn't move directionally.
We've reached a point where, in most stages, the setup time isn't even long enough for anyone to get to the setup gates. I think it's probably safe to just get rid of them.
And while we're on the subject, why did you decide to go with rolling metal doors with custom logos on them instead of standard orange setup gates, anyway?
They're long enough for a pyro to be stopped by them and according to http://wiki.teamfortress.com/wiki/Classes pyro runs the same (or slower) than scouts, engineers, medics, snipers and spies. So that's only demomen, soldiers and heavies who aren't getting slowed. But they can get there faster by jumping, so they're also slowed.
They have a new logo so that they can be the same shape and size as the walls that block the rounds, if they had to be smaller (to be the standard yellow ones) it would create a terrible choke.