as i've said before about the dish:
it's a nice idea for a sky box feature, but if you want it to be quite that large, you'll have to make it more like the hydro dish. (i.e. fixed, with a concrete base)
currently, the proportions of the dish make it look more like some kind of alien structure or space ship rather than a man made structure/device.
in regards to the contest: i can't vouch for everyone else, but i already knew it'd take more than 72 hrs to make a full map, and have finally learnt that it's better to keep detailing sparse early on to save from the risk of having to remove the detailing later due to gameplay reasons.
so i went into this with the mindset of "i want to make this map, i don't want to be constrained with a time limit for finishing it, so lets see how far i can get, and i'll submit whatever i have when the deadline arrives"
personally i think that most people will be voting on the fun factor over the asthetics, which is why i'd say you'd probably have been better off making a mostly detailed map that plays well rather than a fully detailedmap that plays ok. for impact.
back to the map itself:
i'm not sure how willing you are to change things, or more precisely i don't know how extensively you're willing to change things, but i'd suggest perhaps turning the interior area into more of a curve/curl, so the building will have more going on to it's north.
otherwise, or maybe as well, restrict red's ease of access to the cliffs just after the interior area. (and i know you're already going to improve on blue's ability to access that flank more safely)
if you want combat to focus on the final area after the 2nd last point is capped instead of the lead-up to it north of the bridge, i'd suggest putting a sharp turn on the track immediately prior to that area (ala badwater or goldrush stage3), together with making sure red and blue both can't gain too strong a height advantage at that turn.
those just my thoughts at the moment in regards to this map. whether you use them or not, i'm still interested in seeing where you go with this, and playing on the final version, which i'm sure will be fun for both teams.