Hey, talking about the payload version of the map you tested a bit in the impromptu today:
There's this junction from the defender's point of view with a bunch of routes/doorways to the other sections of map on stage 2 in between the two halves of the stage. The route on the right would obviously lead down the track, interestingly the route with the yellow barrel in the middle comes from a flank route that attackers can use, and so one might expect that the upper left route also leads to a higher-up flank that maybe defenders could use to mingle with the incoming peeps.
But it doesn't :| it just wraps back around to the last area of the map.
Now, for the attackers attacking this last area of the map it's a fine ol' route to attack, the confusion for me was in the early bits of the stage when I would be trekking through the above mentioned junction as a defender often.
So I think that if you just had a gate on the door that started locked until some capture point was captured it would work better. Something where, from the junction, as a defender I see that this route is not for me, but an attacker, when it's their team to use this junction, can use the route.
Overall, about general gameplay feel of the PL version of the map. It felt decently good. I think stage 2 felt better than stage 1 since stage 1 has a lot of flat areas. I know it has high spots for snipers to stand on, but for all the medium/short range damaging classes, those parts of the areas were all generally flat, and it felt a bit lame. Stage 2, in that sense, was less wide so the high areas felt closer towards the action, and generally felt more fun.
Also, and I mentioned in feedback, I think the upwards lighting was lame - it was putting me to sleep. Maybe use dustbowl lighting, with that red-ish tint. Might look a bit more exciting.