Oh right, we played this one on Sunday, didn't we? I forgot the name (and thus where to put feedback), but not the map.
In general I thought this one was pretty fun to play. Breaking out of blue spawn and fighting uphill towards A was fun both times I did it (once on offense, once on defense), but I'd keep an eye out for blue team getting bottled up too much and being unable to break out of spawn. Engineers may be able to cover point A too effectively, a sentry placed near the crates stayed up a rather long time given how much firepower was being directed at it. If there was a flank for this location, players never found it.
Aesthetically it's neither bad or great. The detailing looks fine, but lighting feels a little dim. I never felt like there were any highlights drawing me towards important objectives or anything. Admittedly, part of this could have been because the fighting for point A was so intense I never had time to just look around. I never had problems getting lost, which is good.
The design of B initially seemed like something that would be impossible to assault, but people made it work anyways. I heard some grumbling about it being "too grindy" but I found it fun.
Point C was pretty disorientating because of all the dev textures. I never had a good feel for the routes and the play area seemed enormous. It didn't play badly, really, but I think defense had issues figuring out where they were supposed to set up for a last stand. I never did find a way to the upper level that overlooks C.. maybe add an access route for defense to get up there? Maybe such a route already exists, but again there was so much fighting I didn't have a lot of time to explore.