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There are three entry points to the intel room accessible by all classes. Elevators constitute only one of these possible ways, and obviously you are not allowed to build sentries in a range far enough from the elevator doors so this lets you a chance of survival once you need to get out.
There are two medium medpacks nearby the intel room, two small medpacks upstairs in the offices, but no medpacks outside.
About the offices entrance, the "big grey vent boxes" break sightlines and create two separate paths not checkable from all battlements at once. Grids are bullet-proof.
I already tried several ways to build underpaths but I felt like that would make the intel too easy to steal. I need to think about it again.
Nevertheless, I acknowledge choke points might be tight, but hallways are short enough to provide you nearby covers. For instance, stairs are faster to run across than 2fort staircase (the one which goes straight to the intel level).
Elevators will never be removed. These are part of this map's spirit and you are not forced to take these as they give same "timing" advantages than alternative paths.
However, I think I could scale up the map and try to add an alternative path under the "outside arena", but the map is actually really close to the VBSP limit.
Thank you for your feedback !
The map has been updated : an underpath has been added. It connects managers' room and sides of the arena place.
Offices' small paths have also been removed, so some congestion risks are avoided.
Have fun !