I really love how this is shaping out
In general i´d say it could be more straight forward, there are tons of corners, nooks, turns that overcomplicate the layout, but its tolerable
although i like the idea of the dispensing point, it seems to easy to get stuff build up and get the defenders back to full health
maybe use a reverse trigger-hurt, so you can control the dispensed health better and play with ordinary ammopacks and its respawntime
1-1:
the route beneath the window is suicidal and hardly used, too easy for red to spam down
1-2:
the turn on the top level to the cp is a clusterfuck, too many players on a too narrow bottleneck, double the width of the path maybe
2-1:
no problem getting that point for blu, it´s too easy to encircle it and destroy all defenses
2-2:
very spammy point, i think thats because red spawn and the cp are that close to each other
3-1:
only played once, so can´t say much
the two wide paths leading up are long, you´d need to defend both sides with sentries, and those are easy to take out because the paths up aren´t cover by the sentries distance
stage 3 needs definately mor light, had a hard time to figure out what´s happening
good job so far