I don't really think the map is ready for beta yet, primarily due to 2 problem areas being B and Last. I feel like people report these a lot while playtesting, too.
This room isn't really fun to play around for BLU if RED is holding up here. They oversee every single entrance point from a dominant highground, and the flank below this vantage point isn't useful because soldiers and other explosive classes just get to deal +100 dmg to you instantly for poking your head out there. It's really frustrating as BLU and typically just has you waiting for a Uber, or until RED gets bored and kills themselves. Actual flanks for BLU force RED off their vantage point due to having to rotate, this point really needs one of those.
Last feels really messy and awkward to play around. It feels like there are way too many routes and some streamlining would help it a lot.
BLU doesn't really have a lot of fast and easy options to deal with this door being held, especially by a powerful sniper with an explosive class.
This door isn't a solution because its only accessible by mobility classes - the huge roundabout way you have to take to reach it takes a massive amount of time if you try to rotate to it from the choke. In general this door seems really disjointed from the rest of the map from BLU's perspective.
So from the choke, the next best thing you can do is turn around 180° degrees, which is pretty awkward, and take the dropdown to flank from below.
The problem now is that this room is really wild. Everything connects to it and you, as someone pushing in, has to worry about 3 angles at once - especially the one from behind that connects to RED spawn is super painful if you are trying to push up the stairs.
The other route where you have to go up some stairs is definitely okay, but it again feels really awkward to rotate to from the main choke and path, which is the main issue. Rotation to flanks is awkward and often laid out in a roundabout way.
This path typically gets used more by RED to flank BLU than BLU to flank RED. Would be a lot better if you could access it directly from that choke in a way that requires less backtracking.
Last in general feels kinda non-cohesive. Its a big, open fight-space with some fences in there, a deathpit, and a killing train. I never really have a feeling of knowing where my team is on this point, or where to stand, or if a push is happening. People are kinda everywhere, with routes going to everywhere. Streamlining would benefit it a lot.
Bonus Mentions of stuff I feedbacked ages ago but mightve slipped below the cracks because these are pretty quick fixes and pretty annoying for gameplay:
This propjump is really awkward and annoying. If you overshoot the minecart you end up in this silly hole with really awkward geo where you are constantly gliding up the tree/displacement and can't even jump properly. Could probably go without a propjump there in the first place honestly.
This tree in combat space kinda blows. People can hide behind it and shoot from behind it into BLU spawn, without BLU really knowing where its coming from.
Same issue with this tree here. From the fence Im standing on I can spam down the choke and RED wont know where its coming from due to this tree.