V. fun dynamics surrounding the point, where the cylinder obscures any sightlines between entrances to mid, allowing for attackers to safely approach the buildings on either side of the point, one of which is easy to take while the other is hard, both giving leverage over the point. Overall results in a fun dilemma where teams can pub-push the point if they're ok with taking fire from both side buildings, but they're much better off at least trying to take the easy building to make it much easier to cap. Satisfies competitive players and caters well to class balance. I have no outstanding complaints.
The map feels really solid just running around it. The attention to detail is insane (The long VC call checking all facts for example), and shows how much love is being put into every little corner of the map. I also love the idea of australium being drained from the mid area, and moved to either team's vat things