Looks quite lovely! I'm noticing a few displacement seams in the second and third screenshots though.
It may not last long there. just an early test. I may make a custom tree prop to use in the playable area.
Screenshots 1 and 2 look pretty open, but overall the map looks beautiful and potentially very fun! Although I am a bit worried about the area in screenshots 3, it looks like the Blu will have a hard time pushing up that spire, especially with the rollback zone and defenders spamming down from above. Only testing will tell though.
A lot of this map looks pretty open. With all the height variety there really needs to be more cover.
Wow. I had a layout planned for a future plr map, where the theme was going to be autumn, and a big part of the track was going to be just like in your third screenshot... MRW
Download added. Right now the main focus of the map is the flow of it. The final cap is a bit under cooked right now but that will be of of my main focuses for a3 the first 2 caps are a compressed version of 2 stages from on old map that I started about 4 years go but never did much with.
Bunch of feedback: Disable the shadows on the track props! Add more time to the beginning, I only had 4 minutes remaining after pushing with scout from the start to just before the A point. Add maybe 30 seconds extra PER POINT, as this is a big map. This can be adjusted later on after a couple playtests too, but rather have too much than too little, or your last points might not be played at all. I feel the map is way too big at the first area of conflict (BLU 1 spawn) and then the area between A and B. Playtest it first though, scale is hard to figure out. From B onwards I had trouble finding the pickups, either add more or move them to more obvious places. I made an imgur album full of feedback so check it out here: http://imgur.com/a/C3rHH#0 Make sure to read the descriptions! Generally, map is overscaled at pre-A and A to B, feels maze-like at B to C, but looks damn interesting beyond that. Do sign it up in an imp or gameday.
I swear I read "Oak Fail" every time (not saying the map is bad though!) The map looks really pretty from the screens, but it also seems very open. Open maps can still play really well, but in past experiences I've had making open maps, I've learned that they can be evil to optimize. The openness makes it difficult to separate the map into different areas for vis, and the optimization suffers. Just a heads up. p.s. an overview screenshot would be pretty nifty