I just play-tested the latest version (b8) in a doublemix, and people were generally very happy with the map, giving it high praises!
I was happy to see that the clipping on the pipes on middle had been improved, the middle roof had been made unreachable (well, almost) and a lot of doorways had been optimized. Great job dude!
Initially people commented that the map seemed very long for a koth map, but after we played the map some people actually thought the map might be too short. The conclusion is that comp players are stupid and everything we say should be taken with a grain of salt.. I liked the length of the map, for what it's worth.
In general most people agreed that it's a very good soldier map due to the important tunnels and corridors, wealth of health packs you can pick up when jumping behind, and the many blind-spots that enable him to get the jump on people. This is very different from viaduct.
Sniper is also weak compared to viaduct (where it's admittedly super strong) since the sight lines are pretty narrow and it takes a while to rotate from spot to spot. This is a good thing.
Medic is quite stressful since it always feel like people can come at you either through a tunnel, jumping over a nearby building or you can get picked off by a sniper.
Forward holding does not seem viable since all three exits from the spawn lobby are connected, allowing the attacking team to rotate around really easily.
Silves requests a single yellow sunflower somewhere on the map
None of the above is meant as criticism, it's just my overall feel for how the map plays and helps put some of the following suggestions and feedback into context
https://imgur.com/UbjUPMY
This medkit is a little too conveniently placed. You usually end up picking it up naturally as you're moving through the area. By moving the kit to the other side you make people take a small detour to pick up the kit, and it could potentially open them up to a small sniper sight line as well.
https://imgur.com/C4zpxtu
The clipping is pretty bad in this corner. it's way too easy to get stuck on the corner where it looks like you should be able to walk across.
https://imgur.com/vaQqYN0
I still really hate how small this edge is. People can't intuitively tell that they're able to stand on it, and it's easy to get knocked off of it in an active fight where you're constantly being pushed around. Just make it slightly thicker.
https://imgur.com/GZKins2
This edge is annoying since you need to jump to get over it. People constantly run into this when they backpedal during a fight. These kind if jagged edges are also really likely to cause rocket bugs.
https://imgur.com/i8Lh06l
This glass wall is pretty annoying. I don't think there needs to be a wall here at all.
https://imgur.com/Ufuj1YT
there's too much health near middle. reducing this medkit to a bottle would go a long way towards solving this issue.
https://imgur.com/1xvDc74
I see eternity
https://imgur.com/ctXV18b
https://imgur.com/nb08vG8
https://imgur.com/2BlGCyt
These awnings have no clipping. You want the visuals to be consistent with the clipping, so you need to either make the awnings solid or remove them all-together. I think removing them would be the best move. Awnings are great for scouts to jump off of and soldiers to hide above, so the overall effect of having the solid awnings would be to make scout more powerful and enable some hiding spots.
https://imgur.com/A6DaIi3
Unlike the other awnings this one should definitely be solid in our opinion. Scouts are pretty limited on the mid-fight, and they especially struggle to get proper vision. Making this awning solid would alleviate both of those issues. I don't think a sniper standing on it would be a problem, but it's worth being aware of.
The beam separating the two windows here is also annoying and limits movement too much imo.
I don't have a screenshot of it, but you can still stand on a tiny little edge of the green roof on middle
This feedback is the condensed version of all the players who played in the doublemix's thoughts. We also talked about the tunnels and whether or not they're good or bad for the map, or if the tunnels could somehow be made better. We didn't really reach any consensus or come up with any ways to improve the current layout.
I believe if you continue to work on this map it will almost certainly be added to the ETF2L map pool next season, so keep up the good work!