My initial impression was... it's like a cross between CTF and DOTA? I guess? I don't know much about DOTA other than you apparently spend a lot of time killing AI mobs, it's a long-ass way from your home base to the enemy's, and the matches last forever, both of which are accurate descriptions of this map. I figure it was only a matter of time before Valve tried to stick a DOTA mode into TF2, and I'm kind of disappointed that they didn't go all the way with it. I don't know what going all the way would look like, but I know this ain't it.
And yeah, puxorb is right; I have no clue what the goal is other than shoot the little CL4P-TPs in the enemy base and then the HUD goes ding when there's stuff. Nor do I understand why a gamemode this complicated needs to exist. I've seen my share of community maps that tried to do custom gamemodes, all of which have gone over like a lead balloon except for CSF (and even that has yet to get attached to a map that makes it past alpha), and this puts most of them to shame in terms of both complexity and randomness. Here is what I think the objective is after playing it twice: Destroy the robots, collect their thingies, when you reach a certain amount, you can go in and steal the enemy's big thingy and take it back to your base. There are three big thingies per team, and whoever gets all three of the enemy's first wins. How far off-base I am should give you a good impression of how impenetrable and confusing this map is. It doesn't help that there's something wrong with the announcer lines, which I noted in the feedback as being way too quiet for some reason.
As far as the map layout itself, there are three impressions I came away with: One, it's too damn big. Like, how-can-Valve-have-not-noticed-this too damn big. To put it another way, if you need to put teleporters in your map, it is too damn big. Even accounting for the amount of space that you supposedly need for all the robots, and personally I only ever encountered them in that one small room you arrive in first. When there were no robots there, I didn't know where to go to find them. Which brings me to point two: It's too damn complicated. The route in and out of the room with the big thingy in feels like an intentional joke, and I've managed to get completely turned around a couple times on my way into the enemy base. Is there even a route out from spawn that doesn't involve the teleporter? I have yet to find one! And thirdly: Why are there laser beams? Why not just put a window there? Or better yet, nothing at all because there's no good reason why getting to the big thingy should involve such a long, winding path.
Can I just be blunt here? If somebody posted this map on our site, I'd say it was ambitious, but rubbish, and recommend starting over or at the very least completely reworking both the gamemode and the layout. Or more likely I wouldn't say anything and all and hope they'd go away, like the Finalway guy. I seriously have a hard time believing Valve actually made this, and I'm worried for the future of TF2 if this is what they were hoping would be the Next Big Thing. Then again, maybe that's why they're doing a beta test. They knew there were problems and didn't want to release it to the public before they'd had a chance to weigh in.