This map has a lot of potential. But it has some problems.
First off, your engineers nests are broken. Make sure the three entities in it share the same name, because every time an engie bot came in, it'd drop a sentry (in a weird spot, behind the rock, maybe think about those some more) and then try to run basically all the way to the hatch to drop it's teleporter, at which point it tried to run all the way back to the sentry. They posed zero threat.
The giant seemed to get stuck under the bridge over the road at one point.
The forward upgrade station is usable during the wave which just made the front area even easier to hold when you could resupply with canteens.
Part of the bot spawnroom seemed to be jutting into the play area, bots falling down would stand at the base of the rocks and be invulnerable, this was especially annoying with snipers.
You can also rocket/sticky jump ontop of the respawnroom visulizer in front of the bot spawn and basically float in mid air.
As for the actual map, we found that the height advantage offered to players was way too strong with the rock in the middle and the ledges nearby. This is a big problem with bigrock too which your opening area reminded me of, where nearly every class has a massive height advantage over all bot entrances and it's very difficult to displace them without just crap tonnes of spam which isn't fun. I'd suggest consider making the rock cover instead of a thing players can easily walk onto and build on, and leaving the ledges around the edge for if players want that height. We barely got pushed out of the first area because of this and honestly I didn't get to play much else of your map.
The building in the middle with the broken wall allows bots to path through when they're trying to get to the bomb, this might be intentional as it definitely displaced the defensible position there, but look into it if it's not.