In the blue safe rooms, the two sacks seem to be missing their textures.
I think the rope railing in the blue safe room needs to look more impassable. Maybe its just me, but if it looks like I can jump a rope to visit an area I want to
The blue safe room is good with plenty of exits. The cart seems to hover above the track.
There are a lot of what I call optical illusions where it looks as if you're staring at a flat wall, but when you get close to it there are passageways off to the side. Perhaps more light coming from either direction or a contrast of textures or colors to make it look like there is a path there.
The lighthouse area is where this map really shines. There's a pun in there somewhere. It turns into a good picturesque view and choke point. It does seem like there are texture issues with the base of the lighthouse when you're on the walkway. I think the walkway near the lighthouse needs some panels to give snipers some sort of cover. This map doesn't feel very sniper friendly (not that I play sniper).
It seems like blue bots get caught leaving the second safe room down the ramp to the right. Eventually they find their way though.
There is a track drop from the 3rd and 4th point where it heads down a ramp. The track disconnects down that ramp.
At the final point, I think the lower area should stick out a little. But there is way too much open area at the final point.
There are some good side paths throughout the map.
Overall, the map seems unusually dark in places, but that can be fixed. The long walks seem dull at the moment since it is an alpha with nothing on the walls. That is what engineers are for I guess. It also feels like no place is easily safe, which I guess is good for balance issues.