The cap points are really big and cap really fast, there is a metric fuckton of health along the way to mid which allows the roamer and demoman to get to mid at the same time (6+ seconds ahead of the scouts and 9 seconds ahead of the medic) and completely shut out the other team while having full hp. If the other team does manage to get through the spam the demo/soldier can just back out safely while someone on their team sits behind the pillars and blocks the cap until they are ready to rejoin the fight. On a side note, it is also possible to get both soldiers and a demoman to mid 4 or more seconds before the scouts and 7 or more seconds before the medic (and with each of them having reasonably high hp), but that requires one of the scout pair to stay and walk to mid with the medic.
From mid you can then proceed to 2nd in 2 rocket jumps or 1 sticky jump and from there you can get to last in 2 rocket jumps or 1 sticky jump. This means that if you lose mid you will most likely lose the round because the offensive team can apply a constant pressure to the defensive team which allows for very little room to bounce back. Also if a team gets wiped at mid they will lose the round due to the cap times and distances from each point. In this sense the large cap zones work against the losing team because they allow the offensive team to quickly get onto the next point and walk through the cap zone to the other end of the area in which the point is located while still capping the point. Thus allowing them to be that much closer to the next point they wish to cap.
As for the layout of the map, it’s a fairly boring map due to the constant restricting feeling of being in a map that feels like a small hallway, ex. Hall of Death. These “hallways” drastically increase the effects of splash damage which gives a clear advantage to those with man advantage.
A side note to the layout is your skybox is really low. A demoman can hit it during a single stickyjump.
The death pits in spawn are a useless waste of space and look really ugly.
Almost all of your diagonal walls allow someone to clip on to them and essentially float in that spot (or if they are falling they can sometimes clip on to the wall and avoid fall damage). Some of the screenshots below show this effect.
If someone rocket/sticky jumps they can see over many of the walls.
Stickies are almost useless for defending points due to the large cap zones.
Stickies bounce off this sign.
You can clip onto and float on these boxes (they also stop you from jumping sometimes).
The screenshots below show things you failed to properly clip.
I don’t like this clipping on this corner.
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This clipping sticks out of the wall and causes people to hit it when jumping up the wall.
This wall also clips badly.
You can spam over this wall onto last point.
Also you said in an earlier post in this thread about croissant in response to grazr: “just the deathpits and mirroring alone could be enough to not be viable in comp players eyes so i'm holding of the boat with this map.” Then later you said this in response to waxpax about konkreet “The death area in spawn isn't really a problem unless you're really bad though. that's about it.” While you said croissant isn’t a comp map but konkreet is supposed to be for comp…