This was a pretty big map, and we steamrolled a few parts (perhaps due too our two heavys!) and had a slight stall in others.
One of the problems for red is that there are not really any good sentry positions to hold down those nasty heavys.
Another thing, the ground is very flat, you should make some displacement ground and give it some variation.
WARNING: lots of screens!
Blu spawn you have a door which goes through the roof, just needs the roof thickened a bit. It's not too noticable unless you're far back enough or high up, but something you might not want to miss.
The two separated exits from blu first spawn I'm not sure I like.. if you could get rid of the door out of immediate spawn that goes to the one exit, and make a route where my cursor is connecting the two exits or something.. I dunno.
You have a lot of models not packed properly (or at all)
The first area surrounding the cart has not much purpose for red at all. On badwater you have the high ground to cover the cart and ambush as necessary. Here you can choose to use that defensive opportunity, where blu can easily surround you - or just spam from around behind the rock. imo there's not much purpose to the track from where it is now to the rocks, so if you maybe the building that the rocks connect to give red some sort of defensive position, just not too strong.
This area was weird. The clipping I can understand why you did (for balance) but I can jump on top of these (beneath my feet) and yet the roundy looking roof and the area left of the fence I cannot jump to. I could also run along the fence which I liked, but then you couldn't get on to the roof of the next building! Kinda disappointed me there. I jump off the vents, and theres a big invisible wall which I slam in to and fall down, I'm sure you know what I mean as you can see where your clips are. It was before I got to the edge of the roundy roof thing.
So I did like this area of the map, despite the odd height restrictions. It had some good intense battles, and was a place we actually had to work to get the cart through.
This rather tall building which has a huge view, can't say I think it's a good idea. It's hard to get up to jumping, and if you have control of the top, you have control of the top.
Perhaps if you got rid of the roof access, and lowered a level?
Also I can get on top of the dish :/ even more height advantage! (Height advantage is worse when theres a silly demoman sitting on top spamming stickys down)
The little route here which went underground, I did not favour use of. It was way too narrow in parts, and no supply of any sort ):
As I came out of spawn here for blu (when you are going for last I believe), you need an arrow! big one pointing left. On the game day when we had pushed the cart nearly to the end and then died - I come out here and have no idea which way the cart had gone.
Not sure what you were going for here with this alleyway, but it doesn't have much use. A sentry here can easily be taken down, as there is a long way for people to spam, and a place for snipers to go where it's hard to backstab is really annoying. Not that they get much of a view with the slope there.
THIS DOOR. It doesn't open? what the hell? Both sides are accesible places! The door should open, or get rid of this dead end route. If you do keep it, then it sort of renders the other underground route opposite redundant since they both come out the same place.
Not sure these stairs fit with this environment! Make your own, you don't seem to have had trouble with that in other places..
Can't be entirely sure what happened here, you will have to have a look at the gameday demo, but I think someone was in front of the cart just in front of the ledge(where the red meets the snow), and got the cart stuck. Probably just need a player clip where the track is, as I'm guessing it doesn't have collision.
These two props in the background are pretty darn random and don't fit with the map, at least for now. I would not worry about adding props like these for now - only worry about props that affect gameplay for your alpha stage.
This is the underground exit, and I think this has a pretty good place, but I didn't like the route getting to it, as I already said.
You can however cover from the top of it, not sure if this is a good idea or not, but it's the final cap which is supposed to be hard so for now, why not?!
My computer CRASHED after taking the last screenshot.. so I'm not going to bother loading up tf2 again and taking it. The area out of reds last spawn is huuuuuuuuuge and veeeeeery open.