Okay, there is currently another layout:
Reasons and ideas behind this layout:
Attackers will need to spend more time navigating to get to the flag room, and then needing to bypass an intended bottleneck if pressure plate isn't used.
Once the plate is active nearly the entire floor is opened up, and the bottleneck is removed giving attackers a path straight to the flag.
Separating the pressure plate away in its own "room" so once activated it provides a bottleneck from the flag, making it easier to defend by attackers once taken.
Return path for defenders is lengthened if the plate is active, making it take longer for defenders to get back to the flag if they don't defend the plate.
The goal is to hopefully make the plate a powerful tool worth taking. The issue is we really don't see any actual guilds attempting to coordinate an attack on the tower. I have seen fairly coordinated efforts to defend the tower, but none to take it. I only see random individuals trying to attack the tower so it's hard to actually get a good sense of how these layouts will function under real use.
If players would still rather run a long winding path back to the flag rather than open the entire room and punish defenders at the same time I don't know what we can do after this. I don't want
all of these mechanics to turn into just blocking the entire path to the flag.
The layout posted earlier by Imprint will most likely be revisited tomorrow with more tweaks to more properly gauge interest.