Pack your things, Grizzly. This map's going places. See that's a joke because you forgot to pack your custom resources, giving us pink and black headaches with little baby ERROR signs on the fever thermometer. But at the same time we all had loads of fun and this map has potential!
What I said during the impromptu:
I'd really like to jump or walk from the point to the other side. That makes flanking the point actually viable as opposed to just awkwardly firing across the gap.
That kind of ties into the big problem the map had: whoever had the point had it for like 2 minutes at a time. That's because owning the point has a crazy height advantage. That's not necessarily a reason to bail out of a map, but it is something you have to address.
Part of the issue is that people were funneled into the building on the right in order to get to the point - not seeing anywhere else to go that was productive. This is a bad idea because they actually have height disadvantage inside the rooms (an impressive feat, btw), they have their back to a death pit, and they're stuck inside doorways.
I discovered that the best way of attacking the point was up the grass slope hidden behind the building. No one ever stands on the point naturally, as they'll get sniped, so you can walk up and actually get the drop on enemies inside.
So you have a choice: make the building a better attacking root, or make it clear that it's a flank route. Either way, you'll need some drastic design changes.
Also, giant sight lines through the valley don't help matters. But to reiterate: it's actually really fun! Maybe a better man than me can explain why though.