I really don't get why a select few couldn't navigate the map. It's exactly the same layout as the original bar "access to" and "the right hand side of" the 4th cp, but it still had arrows around nearly every corner.
You exit the spawn gate and there's an arrow that points left, turn left and there's an arrow pointing down at some stairs below it, go up the stairs and there's cp1. I really don't see the problem here..
The last part was somewhat cramped and "corridory" though, and i am addressing it. It is very "mazey" and maybe i should stick more to the original layout after all.
I'm not trying to get all defencive here, i understand why you got frustrated Nineaxis, but every other map i played that wasn't a box or payload (follow the track) i also got lost in. Of course you're gonna get a little lost, i couldn't even make my way out of one of the ctf maps, the only way to get out was jump over a fence on the battlements and lose half my health. I had to play cp_steel 5 times before i knew where to go and i still only know where points A, B and E are off hand after playing it a good 20 times. That said, i'll continue to make the paths more linear with as few distractions as possible.
The last thing someone should say after playing a map once is "i didn't know where to go" as a significant piece of critique, as it bares little to stand on as an arguement. Several people upon entering the game said just this "Gah, where do i go?" only then to laugh down the mic and say "oh, there's an arrow here, ah! There's the cp..".
[edit]I'm not sure what it was but one team seemed to have no problem putting up defences and holding the map, or taking it either. Whilst the other struggled in the chaos of pyro's and ambushing soldiers that they just paniced and ran around in circles trying to stay alive. Atleast, this is the only reason i can see for why anyone was missing fairly obvious directions.[/edit]
I'm sorry it was a pain for you.
Hopefully you'll find Beta 3 to be more comfortable.