Hey Turtle, I just took a quick look around.
I really appreciate your efforts to improve the flow of the map. The gravel spill area is great, and seems like it'll make for a really interesting combat space. Some of the stairways still seem a bit blocky, maybe try fiddling with your ratio of width to height on each step?
I understand why you removed the side route/underground area. The simplified layout makes you map a lot more easily readible, however now there is no way to sneak around the middle point other than pretty much walking straight over it. There's nothing blatantly wrong with that, think the difference between viaduct and viaduct pro, with pro having the small route that connects concrete.
I think the middle (nipple hehe) point will we interesting to play around, but I am worried about how attacking teams will be able to approach it. It seems like people already on the point have a pretty massive height advantage, and players that attack from the higher side routes are walking on very thin, narrow platforms that will be easy to spam out. I'm going to reference viaduct again because it's apparantly the only map I can think of right now, but it gives the defenders on the point high ground, but attackers have cover (up on cliff or behind the rock) and a lot of space to push. Unless the attackers on your map go attack on the ramp up to the point, they are walking on thin platforms (the bridge to the point, the thin walkway on the left and the very spammable room drop down on the right.)
Keep in mind that entire ^ paragraph was just theorycrafting so feel free to ignore it. Oh, and now I look at it again, the catwalk on the left is nowhere near as thin as it looked, why is half of it the same texture as the wall I can't see it!
I really appreciate the small touches such as the one way window in lobby, the more creative health placement (1 medium and two small with one of the small being placed in a dangerous spot at mid), the fancy spot lighting you've implemented so far and how your knowledge of competitive play shines through with your design.
Not so keen on the concrete texture all over the walls (concrete + rain makes me sad), some of the general blockiness in the map (some walls are way too thick, along with some stairs as I mentioned earlier) and some of the brushwork could use tidying up, but these are all cosmetic things that really shouldn't be stressed right now. (Except for brushwork, I think you should try to keep that as tidy as possible from the start to make things easier later on)
Anyway, I'm super jealous of your consistency with updates and I wish you the best of luck with getting dam completed. You're doing a really good job.