Played it a little in the last days..
some things I still have to look at but some general points:
The final spawn is very near the final cp.. making it a must to spawncamp.. if that happens there is no chance to win for the defenders as the attackers have the healing bomb with them. This will also create a problem on fast spawn servers... not that I really care.
One of the final cps has 3 openenings, 2 directly on top of each other the lower one with a gate. That makes it very easy to defend at least that part, as snipers can take care of 2 entries at the same time, plus there are some good places for sentries which are very hard to get.
Also it is annoying to run out of spawn to run into a low wall or having steps where you have to jump. This can really make the difference for getting out alive or not.
Ofcourse somebody who knows the map will know that, but you also want to make it easy and straightforward for beginners.
Also having a little bit more forward spawn areas could perhaps make it harder for the defenders... on the other side I also saw the defenders rushed over one round.. don't know if that was because of stacked (people knowing the map or not and the normal stack) teams or because of the strategy.
One last thing: Try to balance sniper, pyro and spam (Demo and Soldier) a little bit more, scout and engineer have not really a big role in total... engineer on defense sure, or by building a teleporter to get to the bomb faster, and scout to harass the people, but a heavy for attack for example is quite useless.
Oh yeah... and the map has big promise...it already plays quite nice. Make sure you test it with a lot of different people (also new ones) to get a feeling and ask them for feedback.
oh, and I didn't read all the other replies :glare:
BTW: about the comment on fast spawn servers... just make sure YOU know on which server you want your map to be played, so 24 people or more / less, class limits etc.. and develop the map accordingly.. you can't make everybody happy.