a6 feedback as scout/medic
the bridge above mid point is really obnoxious to walk forward on. scouts can get easy access to the height on the train cars but medics and demos are too restricted. The walkable path on the sides is too narrow and impossible to dodge spam on.
I didnt like the drop down + secret on last. It's a death corner if you ever get juggled down here, I don't see what it brings to the last fight.
Overall no memorable fights happened in the lobby area. Frags were only people caught badly out of position.
Dungeon did help defenders going around the attackers (i got forced easily cuz we didnt watch it), which is good.
I suggest getting rid of it, or somehow connecting it to the low ground in lobby here :
It could then allow you to make a lobby with two levels a la badlands : top level gives you top right and top left entrances, lower level gives you main and this new entrance, dungeon could be simplified and lead to second in a straight line from here for example :
The new pillar behind the last point felt somehow wider than the gullywash ramp to water. It made fighting there seem cluttered, but wasn't too impactful.
I liked the new 2nd forward spawn door to the safe side
I didn't like the second hold too much : holding from inside there :
is safe, but boring, and useful regardless of where the attackers come from. Overall not much rotation was needed from 2nd defenders and this is IMHO bad.
This highground :
Was never used by the defenders. I still think it's too powerful as a position for a team holding 4th and looking after a force of people going out of last, which makes holding 4th too strong (also the shape is weird). It doesnt even block a dangerous sniper sightline imo.
Getting shoved/juggled into here as you're trying to push happened a few times :
and is both misleading and hard to escape.
I suggest getting rid of the forward spawn and making it a flank route with wider exit to lobby, and making the door leading to above second wider.