I like the fact that you extended the path behind the intel room to overlook the sentry for a better attacking angle. This map remains the most visually dynamic and fun to play map in the contest right now.
That said, I feel that you're painting with extremes here. The bases for each team are very tight and complex, while the mid is incredibly open and large. It feels very polarizing, and while generally bases=tighter complexes and mid=open combat, this map needs some simpler base paths and better cover in the mid.
My suggestions:
-Make the intel room larger. Larger intel room=less OP sentry spots. I'm not saying that one ramp is overpowered, rather ever sentry is overpowered because the room itself is so very very small. Look at how huge Turbine or Doublecross' intel rooms are. By contrast, look at 2Forts. You're closer to 2fort size right now, which I'm certain you want to avoid. Axe the paths above the intel room on the 2nd floor and move the wall without the ramp closer to the main entrance. Perhaps just have a direct door from the intel to the entrance without the double back.
Kind of like this:
-simplify the battlements. They offer a ton of entrance opportunities for the attacking team and have never been easier to access with the addition of the joining path from that auxiliary building (Which I love, but it still has a powerful effect on enemy strategy). Here's what the attack flow is like for the invader now:
Since you've made entering the base much easier, lose the entrance from the balcony that doesn't connect with that new joining path. The advantage of the balcony is still there without another door. Combined with some other changes I've mentioned (walled off in Red), here's the new attack path:
Much better, right?
-Speaking of another doors, the most irritating redundant door for me was that small hallway with the sole ammopack on the second floor.
This one.
That's entirely pointless. You don't need another way for the enemy to reach the intel room- you just added a direct path from the auxiliary building! Sure, it's right past the spawn, but there's already ANOTHER path through the vents and first floor that don't go past the spawn, so you're not lacking options. Consider also the fact that this would transform that main entrance room (the one with the random gap under the ramp that everyone's been asking about) and give it
purpose with it now being not only the main exit path but also a key entrance path.
As far as the mid goes, I'm hardly objective since Flame was incredi-dominating me throughout today's playtest (I'm apparently an easy target). I think some cover might be ideal around the main well-door entrance, but like I said, I can't really tell what was the map's underlying issues and what was my personal idiocy.