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The pit is kind of open yes, I have noted that myself also and might re-address it in the future. Thanks.
However, ever since there has been as much as teams able to not get stuck at that area and pushing straight away to 3rd point as people "getting stuck" in front of spawn. Mostly the BLU team not being able to go forward is related to having too many snipers, lack of medic or uncapable spies. The key seems to be to destroy the teleporter, so RED team has long way to frontlines instead of teleporting in all the time.
I will keep monitoring the issue and make necessary adjustments. I have several ways and tested one of them already to see how to fix the situation, if necessary. Thanks for the feedback!
The map's layout isn't much different from what you've made before, but the one serious issue is the last capture point. RED has 2 different spawn rooms on the last point, one of them is right above the other and only has one exit. Why not merge this one by putting a staircase or maybe have it "drop down" to the other one? It seems pretty unnecessary to have a smaller spawn room right above a big one with a ton of room and exits to walk out of. The biggest problem I have with this area (mainly for RED) is how easy it would be to simply walk off the edge right into the pit. The upper spawn area has a very narrow bridge coming out, and the lower spawn has a big window that doesn't have any designation that there's a death pit outside. Maybe put a sign with a skull in front of it to at least give a visual indicator that there's danger there?
Can you be more spesific? BLU's 2nd respawn when they try to capture the third point or the last respawn near D?