Thanks to the TF2Maps discord server for playtesting! Following some of the feedback, the following changes have been made:
Adjusted light_env to match cp_coldfront, so now outside areas won't be super dark
Added some "ambient" linear static lights to improve visibility in covered areas
Added info_overlays below health and ammo packs to show where packs are
Removed lower glass fence in 2nd-last lobby to improve firing lines on both sides
Added small bridge-like geometry at mid to make the area seem less "open" -- Compared to vetted maps, the walkable space is comparable. Perhaps the sightlines are influencing opinions. See below for future considerations.
Removed the left door (from attacker's perspective) from the entrance into 2nd-last lobby and raised the height of the doorway
Fixed leaks from accidentally leaving placeholder doors outside of the map without containing them. The doors were there to easily re-implement them in the future if needed, though I neglected to surround them.
Changed windows texture in last. It was a placeholder texture that was meant to convey the idea of a one-way window. Some people didn't have this texture, though, so for now I've used a TF texture.
Added a round timer so matches are not solely determined by round victory.
Future Considerations
Based on feedback from the first playtest, here are a few personal opinions and things I'm looking out for with future playtesting:
Many people complained the map was too stalemate-y. I've heard this is common with 5CP maps. I reviewed the demo, and I would like to see additional gameplay from not only other people of the same skill level, but also people at higher levels of play.
Some people wanted the second point lowered some. I am holding off on major geometry changes until I see more gameplay. This is to make sure the feedback involving major geometry changes are agreed upon by a larger number of players.
Arrows pointing to where players should go: I agree. I will find places to add arrows so that players will not be confused after an art pass has occurred. For now, since walls are team-colored and the map is very straight, it should be simple to know where to go after playing the map once or twice.
Bottom area directly beneath 2nd will eventually have displacements that replace the blocky edges. (I'll be honest, I was lazy and didn't have a good procedure for symmetrical rotation when I made it...)
"There are too many options going to 2nd from mid": I personally disagree. Since most of the options can be spotted from on top of 2nd, the multitude of routes actually favors people moving to mid from 2nd. In others words, some routes to 2nd should only be taken as an uncommon approach mixup (speaking in terms of coordinated play).
"There are a lot of small, campy doorways to last": I sort of agree. I'm not satisfied with the last point, though keep in mind that last is supposed to be heavily defense-favored. I find myself simultaneously unsatisfied with how easily a solider can jump to last and unsatisfied with the sightlines from the doorways. Would love additional feedback on this (if it is a dilemma, and if so how it could be resolved).
"There are too many shutter doors": I disagree, both thematically and functionally. Thematically, the outside is a frozen, snowy place and the inside is a generator facility / factory so the doors make sense. Nevertheless, I removed the left door as a compromise. Functionally, It is possible to go from 2nd to last without touching a shutter door even before this change (there were even 1x3 ways, all paths required taking the rightmost entrypoint from 2nd). Now there are 2x3 ways.