Doesn't solve the problem of people still exploiting it, though.
Although a player can still (but should not be allowed to) stand on the door by keeping the water on, he or she is still in the map and within Saxton Hale's reach. My opinion is that this issue does not outweigh the the entire benefit of adding the updated version of the map.
And here were the issues that Wingman presented for reference (some were subjective but it's okay):
-Holding the gate to stop the water, which doesn't sound bad, but it kills you almost immediately, and lots of new players tend to jump in. And if the hale isn't doing very well, he's normaly down on the flooding side, to which everyone is also down there with him (doing damage), then a troll hits the button, floods the canal and kills half the team.
-New Saxton Hale players, or anyone that plays as HHH has a gruesomely difficult time getting up the ramp. (Especially when the water is activated)
-Goombas are easily performed. And if you miss the goomba, you land in 1 foot high water to save your fall. Giving Man-Tread soldiers a never ending advantage.
-When a hale is afk, it's difficult to kill him quicker. And when you try to slay him, snooty snipers vote "no," foil the vote, to gain all the damage.
-Engineer's have found explotive area in which hale cannot reach without arrows.
-The map is ugly and barren. And structures disappear the farther you get away from them???
-Spies use the secret path that does extensive self-damage - but using dead ringer, they are barely harmed, and use the health packs on the other side. And hale cannot reach them without permitting extensive damage unto himself.
Assuming the round has a perfectly competitive team where everyone is equally good and Saxton Hale maximizes his strategies (e.x. using Rage Meter, teleporting as Horseless Headless Horseman Junior, Brave jumping, using arrows as Christian Brutal Sniper, etc.), most of the issues, fortunately, are not glaring issues and some of the issues on the list can be reconsidered as thinking strategies.
I provided some examples:
If Saxton Hale is unable to get out of the water by taking the ramp, he should consider his other options: getting out on the far right side of the map or jumping out onto the main area (where the control point is located).
Even if the updated map were to have engineers being able to exploit the area under the control point, Saxton Hale can actually rage (and teleport if HHHJr) outside and have enough time to get in and kill the sentries or engineers.
Furthermore, some structures, like trucks, unfortunately do disappear the farther one gets away from them, but a lot of maps have the same issue (I'm not sure if it's a graphics thing on the player side or some objects were intended that way for smooth performance).
So, after playing Saxton Hale for a while, players should know when to avoid being stomped on, when to use Rage at the right times, and who to go after first. This is really a learning experience and new players should learn maps... even if they intuitively assume the polluted water does not harm them the first time they play.
This updated version has clipped glitched edges, restricted engie buildable area permissions, disabled the shed, and the water kills more slowly. Initially are only problems are eliminated.
By adding the updated version of this once popular map, the strategies for Saxton Hale to win becomes easier (and not so easy for the players) and the glaring exploits are gone. Please add.