Hello Eerieone, we tested it twice on our server, I gave it a second go because I wanted to see how it would play with a number of players already used to the context.
Graphically, some are puzzled, many pleased by the very original setting. I'm personnaly charmed by the detailing, from the nets, fabric hanging there and there, to the specific way you handed the displacements.
The skybox was more a bother, because of issues you may be surely aware of, the very low sun angle that can be a bit hard to cope to some players, and the very orange ambient light, but its more a quesion of artistic choice. Your skybox looks like a box, and there are those strange dark patchs when looking at the see.
On the gameplay itself, I love the dispenser embedded thing. The players where quite lost on the first play test, but its mostly a quesion of getting used to it. I find the first round quite nice, whereas the second and third one feels a bit more labyrinthinc. There are many places with no evident role whatsoever. Some spawn would be nicer with more instinctive exits. These are by no end critical issues, but most players are deterred by extreme visual settings combined with "exotic" gamemode, so every little thing that can give them a more confortable approach is important.
It's difficult to really give a balance feedback at this stage. The capture point are mostly situated in some covered spots and can be difficult to approach, but since the capture can be instantaneous... push_ctf is a really extreme gamemode.
I'd like to play test it more, but currently our players aren't positive about this. Maybe on another update ?