Played this yesterday.
I'll probably come across as cruel, so if you're not big on direct criticism skip over my post and pretend it's not here.
Great idea, bad execution.
Skipping over minor problems such as the "giant trees" looking nothing like trees (switch the texture for concrete and the result is the same), the fact is that this map ends up gathering the worse of two worlds: Huge sightlines and endless narrow corridors.
Map being huge makes travel times enourmous, which isn't helped by the fact the layout is extremely confusing and you end up lost more often than not. The layout is just not intuitive at all, it feels repetitive and samey. Even if you include "landmarks", that's going to help little in shaking the feeling that "we just went by that tree twenty seconds ago...".
This makes traveling your map from start to objective a headache. And then we stumble upon the second issue... Why are points A and B so absurdly close to Blu and distant from Red? Maybe it's because I was lost so often, but when I was playing Red I could only wonder how Blu got to one of the points THAT fast. Then I played Blu and I basically tripped on one of the points right off the starting gate... Look at Gravelpit. Blu IS closer to the 2 starting points, but not THAT much closer.
On the other hand, the fact that the map is composed of little more than bridge after bridge means that, ultimately, it's just corridors. For all intents and purposes, a bridge over a death pit is a corridor. Sure it's not as claustrophobic as a real corridor, but it's just as restrictive.
I like the feeling of the map, reminds me of the final scene of Star Wars, Return of the Jedi. This would be potentially awesome in a single player map, maybe Portal... Here though, just doesn't play well at all. It's basically one big maze.