A/ eva further back, some buildings removed. no need for repair start. calmer start. no mad rush to all get in 1 tight street. running start.
B/ hangar for eva to pass through artillary protected just at this point, also varied route to go inside aswell as out.
C/ move buildings further back for more room.mainly the street to at least allow room either side of eva for players to move.also higher routes make roofs with no cover as atm defence can easily pick off attackers as they have way too much cover. if they want high then there has to be a price ie no cover. also for all high positions inc attack. no cover at high point is just a counter to the advantage gained 
D/ remove areas in green to widen street and park eva in this area. will create more room again. defence has a chance to return objective. attack has 2 more routes see F/ below.
E/allow access around the bank for attackers at ground floor(alleyways around it reached by front, right and possible aquduct tunnel.) increase size/room inside a lot remove obstacles keep geometry simple to allow easier movement rather than run into things all the time .remove high access for all. within a closed tight space. the high access just makes it a madhouse. creating alleyways outside will spread people out for more 1v1. and no annoying death from above.

F/ open area up clear out junk.push back edges to top green line in pic. maybe a car park area with slopes covered in a few cars for cover. allow access to bank from here as a secondry/third route for defence to bank. way too much clutter. bottom area marked in pic remove alltogether. maybe just carpark attendants booth.
G/ park eva here to keep it out of the way and create more room. also better starting point for pick up as attacker is exposed to collect as well as drop off. make area around eva larger by pushing back buildings. again an exstension of the parking area probably higher security with doors. and push eva further up north so its out of the way.
H/ attacker have to go inside to drop off. proper building. access for defence at side protected so cant be blocked from entering. main entrance and north entrance for attack. 1 room for each drop off. when in place activates a thingymagig big flash lights tadaa!
F/ repair controls/blow doors
remove the lift and controls repair and instead leave the 1st original repair at far side which repairs large doors which open giving eva access to next/last open area stage. the lift just leaves everyone hanging around in limbo with no objective. keep the eva moving until doors, repair/blow doors move on. probably may need to move repair point though. and possible access for defence from east to west nearer the bottom rather than just the main doors/entrance.
at point C there is a brick bridge. it is surrounded by concrete i green in pic above. if the concrete were removed it would first allow more room and second look better with just the brick as the metal just doesnt fit. replace the concrete with a sloping road. the mix of materials helps give players cover. also if there were tunnels in this bridge/aquaduct along its length leading to the bank would help access to the bank. but the brick is more in keeping with the theme. also maybe have access to the top of bridge with minimal cover.
s marks spawn just for reference not suggestion.
ill edit where necessary. i doubt anyone will like these but at least its good practice for me if i start mapping again. ta for taking a look.



