So this is some rehashing/my own look into the map. Basically it's just a dump of feedback, hope it helps some!
This whole little bit feels kind of useless and it might be better if it was just removed. Gives a few too many sight lines and advantages, especially for jumping classes.
This part could be expanded out this way some, and also generally opening it up might help with having this be a nice holding position. Since it's so close to spawn and the point, this'll probably be the best spot, overall, for defenders to be.
This window here seems like it'd give the team pushing a little too much of an advantage seeing into last/people that might be close to the choke on the defending side. Maybe cover it up or move it upward so that it doesn't give as much of an advantage.
This being medium seems like a bit much, especially with a medium right next to it. If you make it a small it'll still give enough for rollouts and there'll be more than enough for people pushing in through here.
These seem kind of close to eachother, you could try decreasing the medium health pack down to a small, instead. That might also help with evening out the amount of packs on either side of this entrance.
This lower area is a bit usesless with this change now, due to how easy it is to get from choke, and how easily spammable it is. You could try walling it off here and making it a bit more of a direct route from the lower area from second.
Since that last change would cause some vis problems, expanding this building's entrance to face this way would help get rid of them.
Expanding this part out this way would definitely help with creating a holding position right here. It might also deter people from trying to hold on the point/on the ramp to the point. If you make it so that the dirt path faces a direction going towards the choke it would add a nice, quick route to the small health pack under the spire.
I wanted to start this bit off with how much I really like this overall change to this flank route. It looks nice, and is a nice, overall, improvement to this area.
This is a bit of a weird spot that you can get yourself into. Maybe fill it up with some more boxes and clip it off.
This shutter feels kind of useless, it doesn't block too many sightlines and adds a bit of an annoying break between the areas here on flank. I would just get rid of the shutter, altogether.
You can actually shoot through these holes here, might cause some annoying things to happen in the future.
These two beams being able to be stood on will probably make this area a little too easy to spam down at the entrances from.
Removing this bridge here will definitely help rollouts, and some other changes to this area might help this spot, in general. I think kounter said something about leveling this area out and things like that, I didn't actually catch what he said, though. I know that removing that small z that connects to the bridge will definitely help immensely.
This area creates a really nice choke spot, but the door to the z connector screws it up a little bit.
Dark hiding spot right here.
Another dark hiding spot.
Bit of a dark spot here.
I actually liked this bit here a bit more in the last version. The side changes are really nice, especially around drop down, but I want to say the height of the upper bit + the small health pack that was there before definitely added to the map in a nice way.
Overall, I really do enjoy the map's aesthetic, and it seems like it was received well based on what I heard from the pugs. I honestly can't wait to see where it goes and wish ya the best with it!