Special thanks: Boojum Snark, Stink Horse, Pc_Madness, Rexy.
Changelog
a7: Many changes, including:
Mid:
Lowered rails to make point look better and unfortunately, more like badlands
Moved left building back to give more wiggle room
Removed floating log
Stopped tree clipping into building
Added more pickups
Removed sprites from under the water
Marked capture area
Added arrow at forward spawn
Repositioned some rocks and trees to block cross-point sniping
2nd:
Clipped ramps properly
Added a way up the dropdown, so it's no longer a dropdown
Made base slightly more identifiable
Changed building that goes to mid so it's no longer a awesome sniping spot, also more of a safe getaway
Lowered rock ledge so you can jump on it
Repositioned arrow at forward spawn
Final:
Added some arrows
Removed door that everyone hated because it didn't open
Removed clipping rock wall that always looked like an enemy pyro
General:
Changed grass texture, don't know whether it's better or not.
Added some details
Optimized visleaves slightly better.
Added some more signage
a6: Another mid!
a5: Another mid.
A few tweaks.
a4: Several bug fixes; floating crates, nodraw'd faces, broken clipping's.
New middle, a (so far boring) enclosed room.
New forward forward spawn, with a GIANT arrow so no one misses it.
a2/a3
Iterations of the new middle. Non-released.
a1:
General:
Clipped a place where you could get stuck.
Fixed floating points
Made collider braces nonsolid.
Mid:
Lowered middle point
Clipped the roof of middle point
Opened up middle point
2nd:
Lowered logs at 2nd so you can walk over them easily
Broke up large sightline down ramp
Broke up large sightline into raised building door
Made ramp curvy so it's more interesting
i can tell you without playing it that your spawn exits on point one are placed poorly, move the cap point up a little bit, put the spawns up top on the ledge and put up a smallish barrier so spawncamping isnt so easy when capping last.
your middle point seems forced, almost as if you really wanted to use that radio transmitter thing but didnt know how to incorporate it. people like to jump onto points, aka not hit walls on their way in and demomen will just destroy what you have there
point two looks fine from a screenshot but a little elevation never hurt anyone
edit: looks like a REALLY good start. let me know if you need any help/testing
Move spawns on last somewhere else. At the moment every attack on last will include spamming into the spawn exits IMO. I like what I see of second, reminds me of badwater in a way. You said you were having trouble with mid in chat, and it shows at the moment. Try and think of something new, but at the moment the map looks interesting enough.