I know there is some feedback coming for this map, but I don't know when. I just on a whim joined at the end of the gameday today and I have to say...
I like this. I like this a lot.
I really like the transition you have here, it's a bit more unique, has a lot of variety, but is very simple. My only complaint is the the lower right part of this image. It's very flat and a dash dull. Perhaps some counter-height for the bridge, or just some slight height variation with a small shack with some small ammo. Not 100% sure at the moment what you could do with it, but maybe you have a better idea bout than I do.
I liked this style of approaching the point a lot, it provides a way to put the fight in front of the point (as it should be) but also gives a chance for jumper classes to get up there quickly. It's not a bad sentry spot and it's pretty neat overall. I think my only complaint for this zone was that it was hard to see what was up there. Providing some visibility from this little room onto the point will help attackers out a lot when they choose this as a push route. A risky route, but useful.
The left side might've been a tad wide (and long, I'll get to that in a second). I also think that the final point is nice, but kind of "meh" it was a bit lacking a bit in variance and focus. Going back to the visibility thing, it's hard to see anything around this point because it's so closed off. You may want to consider doing something similar to these dustbowl points
These are literally up on a pedestal saying "look at me! look at me! I'm the focus of this zone focus on me!" They want more attention than a 10 year old. I think that something similar to these will be simple, but also effective for your final point.
Alright, it was more than a second, but this is short. This length of straight is okay gameplay wise, but if you take the map past alpha and into beta you might find that it causes some optimization issues that will be haaard to fix. A slight kink in it will work I think, or some other world geometry to break it up. I could be wrong about this, but in my experience it's usually a hassle to clean up.
Go ahead and raise this grey roof up to the height of the surrounding buildings. If I can't get up there, make it look like I can't.
I love this little room overlooking the final points. I think it's a nice little cozy for attackers to sneak back to while providing excellent visibility over the point. The little window you have on the left wall (not the windows with the frames, the one to the left of it) is a neat addition to the map. I think if you add a little platform to the other side of it, and make it a tad wider (like an actual door way) it can make a great place for solly's and demo's to jump up to and attack.
I love this little route, I think it's a neat way to get up to the upper level. The issue is that it's just a longer way to get back down to the level you started on. I'm not sure if it's wasteful or if you should make this to a higher vantage point? You might want to try adding a window/platform+doorframe (much like the really tall building at the end of barnblitz has) that snipers, Solly's and other DPS classes can use to gain a height advantage in the next area.
You should definitely watch the demo of the test and see if you agree with any of this... The demo's will be avaliable shortly (If I remember, I'll post it here if it doesn't already).
Anyways, I hope that you keep going with this map, it's definitely a really solid start for a 5CP, I only was able to play the map for 15-20 minutes but it was definitely one of the more fun 5CP's I've played. Can't wait to see more of this map in the future.
EDITED: Grammar and fixing an image.