I was thinking of the propspam, and how, in the name of sticking with your cool idea, you've had to disregard other things, such as the gameplay influence of a scramble route that gives you a major height advantage over that choke-ish area. It's not so bad... i just feel that if you must be tied to one idea, do so because you are a hundred percent sure it massively improves gameplay and that no matter what you do for it it is an improvement: here we seem to differ, since i reckon the container spawn is a cool idea but not actually sufficiently intersting to justify mucking about with the props.
Also, the train track from under the container spawn, that goes to blues forward spawn kept confusing me: i kept trying to follow it like you normally do with the track.
The height advantage route is really available not because of anti-fall damage props, but because of sighline blocking crate. All I have to do is put another crate on top of that one to cut the route off for non-advanced movement classes, which I probably will.
There is a red sign pointing up right above blue forwardspawn exit, but it's kinda in a shadow now that I have added a route above it. I'll make it more noticeable.
I still think that the way you are going about doing it is not the best, but that is just me. The way Valve does it, there is some sort of counter for Red, usually a good height advantage. I didn't see an effective upper height advantage for Red.
Something else I noticed and forgot to mention is that the upper routes and the verticle scale is massive, just moving up/down feels long (if that makes sense).
The map seems very scatter-brained and (to be honest) kind of sloppy. I feel like I see a lot of tieing dynamic elements to another dynamic element without giving regard to transition or flow of the game/players. But again, that is just me.
Reds have a heightadvantage ramp near their spawnexit, also a ramp right above final cp that is protected from snipers by the building in front of it. Also keep in mind that once Blu drops down, they can't easily run away, which is also an advantage for Red.
Theorycrafting aside, there were plenty of Red players beyond the onepath area well after the altpath was retracted. I might not be doing it the best way, but I'm doing it in a way that works.
There are a few places where I have bigger than usual height differences. The crane liftoff area for example has 384 unit heighadvantage, however I want blu to secure that courtyard easily, so it ties in well with my goals. Also some buildings are quite tall because of optimization purposes, because I want people to be able to ride the cart and not see too much popping in.
I'm not really sure what do you mean with the dynamic element tying in regards to gameflow as none of the elements influence another in any way.
I think that the scatterbrain feel you get is because of me using more dynamic elements than most maps and two of them being gameflow altering. Instead of "push cart - push cart - push cart - wait for lift - push cart - push cart - push cart" I have "push cart - gather trackpieces - push cart - wait for turntable - push cart - attack the cart landing area - push cart - push cart" which interrupts the cart pushing more than usual.