Josey: You're just unhappy because sentries don't have heads you can shoot. 
Things I'd like to see fixed: The sniper room window at 1/5. Ever since Valve screwed with the game code during one of those updated, it can't be crouch-jumped through.
There are also a couple of spots that generate some weird movement glitches, mostly with getting stuck in place/jittering. The most noticeable is in the tunnel leading to cap3, BLU side. There's a small, visible indent in the floor, and if you approach it at the right angle and direction, basically hugging the wall as you walk through, it kinda gets you stuck there until you back out and go around it. Happens often enough to me to be annoying. There's a similar one on one or both of the ridges, about 3/4 of the way up.
Things I'd like to see left alone: Ammo boxes. It's hard enough being an engie on Warpath. There's almost always an uber around the corner just waiting to destroy anything you setup, and establishing in areas like the middle or the corner going to 1/5 is difficult enough without your teammates ignoring your pleas to leave the ammo boxes alone long enough for you to setup a dispenser. It takes at least three engies for it to be a smooth process, and teams on Warpath rarely have more than two. Also, removing the med packs? This is cp_warpath, not arena_warpath. It's strict enough as is, what with the only resupply cabinets being in the end base spawns.
Also, the map design itself is just fine. We don't need extra paths and whatnot. It's a linear, simple map, great if you just want to jump in and frag some people without having to hunt them down, and of course has that push/pull CP objective to work towards as well.

Things I'd like to see fixed: The sniper room window at 1/5. Ever since Valve screwed with the game code during one of those updated, it can't be crouch-jumped through.
There are also a couple of spots that generate some weird movement glitches, mostly with getting stuck in place/jittering. The most noticeable is in the tunnel leading to cap3, BLU side. There's a small, visible indent in the floor, and if you approach it at the right angle and direction, basically hugging the wall as you walk through, it kinda gets you stuck there until you back out and go around it. Happens often enough to me to be annoying. There's a similar one on one or both of the ridges, about 3/4 of the way up.
Things I'd like to see left alone: Ammo boxes. It's hard enough being an engie on Warpath. There's almost always an uber around the corner just waiting to destroy anything you setup, and establishing in areas like the middle or the corner going to 1/5 is difficult enough without your teammates ignoring your pleas to leave the ammo boxes alone long enough for you to setup a dispenser. It takes at least three engies for it to be a smooth process, and teams on Warpath rarely have more than two. Also, removing the med packs? This is cp_warpath, not arena_warpath. It's strict enough as is, what with the only resupply cabinets being in the end base spawns.
Also, the map design itself is just fine. We don't need extra paths and whatnot. It's a linear, simple map, great if you just want to jump in and frag some people without having to hunt them down, and of course has that push/pull CP objective to work towards as well.











. What I was referring to is the turtling that seems to have gotten worse (imo). The name of the game is not to see how long one can live or see how big a fortress a team can build around the corner, but to push and defeat the other team. The changes I suggested would help make every teamate and every uber important.






