Okay, i've watched the demo now. I have to admit that i'll probably have to watch it one or two additional times because there is a lot going on. I actually want the gameplay to be a bit on the chaotic side, and quite a few of the impers seemed to enjoy it, so i'm happy that worked out. I kinda agree that the bridge is a bit small and a bit more room in the middle building would be helpful, but i'm a bit scared of the resulting sightlines if i open that building up more. I could maybe make a bit more room inside by making the building bigger than the bridge itself, but i really don't know a healthy way to open up the doors more than that.
One more thought i had right now (actually i wrote the next few paragraphs before this one) would be to actually just widen the bridge and the low level (so, the grass.) That might work out as well, i have to think about it some more - That might even give me more room for the finale.
I'll also probably add a small rollback before the cap, the current one is just a placeholder because right now i don't know how the finale will look at the end.
I actually looked at hightower, mostly for distances, but also for gameplay areas, while trying to keep away from what it does wrong in my opinion. Per example the rolldown zone inside the buildings is a bit further away from spawn than in hightower because i don't want it to become a sentryfest (while still enabling Engis to build Sentries there, that's why there is more ammo there than in other parts of the map.)
The bridge is the high ground, comparable to the upper level of the mid tower on high tower. You can spam down into spawn from there, but unlike hightower, you have a side exit that enables you to directly attack those on the bridge without being under fire the whole time (although the spawn campers can see you approaching.) Also, there is simply no ammo to be found on the upper level, so you don't have a lot of staying power if you're up there. I actually might change the health in the building on the bridge to ammo to absolutely enforce that - I'm only a bit scared of sentry nests up there, i'll wait for another test before doing something about that.
*edit: Also, the 10 second setup is there because there is a setup in every plr map (I think it's 5-8 seconds in Hightower,) and there is a setup in the ABS library, so i thought it would be kinda important. You can only move after 4-5 seconds anyway, and i think you can't reach your cart before the countdown reaches two. I might shave a second or two off though.