3-CP map in "reversed-gravelpit" mode (A, B+C). Both teams got 2 spawns, switch occurs after point A is captured. B&C got long capture times, paired with rather short travel distance and spawn time for attackers it ends up as constant fight and capture interruptions. B to C distance is also rather short and got multiple routes avalible for both teams at any time giving different advantages when preferring one to another. Point A build for some intence vertical combat as it basicly got 3 "height" levels.
Main goal that made the design of this map was constant and raher tight fight, with ability to flank rather fast and prevent "sentry locking" of points by being able to capture different points and easili travel between them. Capture times for B and C are rather high for two reasons: to let red defend and move between 2 points, and to be able to respawn and get back on point before its captured to try fighting back.
This version uses the second revision of experemental spawn logic introduced back in second beta. The idea is adjusting spawn times on capturing points to prevent "ninja-capturing" as the map is overall rather small. So after any point got captured BLU gets a 15-second cooldown and red got 15-second instant spawn. This logic prooved to work seamless and rather effective.
One last note: before commenting on how long cap times are or how short travel distance is or how few SG spots are there, know that its not an issue as map was designed espetially to promote fighting and not camping





