I liked how there are many routes for bringing the intel back from the enemy base, I can't say much about how accessible or safe they will be on a full server. However there are a few things that I would like to point out:
For instance the capture zone, I can tell it closes when the enemy has the intel but; from previous experience I know this sort of mechanic is prone to griefing; and long rounds. And when you fall it pushes you back a couple of times before finally managing to land, interesting but I think it's something the map could be better off without, maybe a different solution to block the capture?
The intel "room", is right in front of the teams spawn point and; not that you care, but I don't like this new trend of intel "rooms" were mappers just drop the briefcase anywhere and call it a day. I love the romance and spectacle of the 2fort intel room, when you enter it you feel like did something notable you feel stressed and psyched like you really broke into a place you shouldn't be and the distance from the exit to the intel is a welcomed breathing space.
From what I can tell the attackers are too exposed when taking the intel, and the defense is in a very favorable position since backup when the turtling engy is being attacked is a few seconds away, or a quick rocket.
I don't get what's the purpose for this dead end, maybe a place for future expansions?
And one final useles note, that forest must be going supernova if it's emiting that much light hehe.