This should be my first post here. Hopefully I can help out, even though I know very little about map making. I'll refer to different points as 1.1, 1.2, etc. Most of my analysis will be on the first map, as that is all I've been able to play thus far with actual teams trying to play (as opposed to just running around checking everything out).
At 1.1, the sightlines start off a bit too long. You can't see directly onto the point, but pretty much anything else is fair game. That, combined with so many potential angles of attack by BLU, makes 1.1 extremely Sniper-friendly. It also has the unfortunate effect of greatly lowering framerates, for many of my players. In some cases, especially among my friends using maxframes to get a FPS boost, their FPS dropped from 120 to less than half that coming out the front doors of the BLU spawn. I'm not quite sure how that can be helped, but it's a pretty major detriment in the initial fight right outside spawn.
Behind the high cliff on the right (from BLU's perspective), there's this little area:
Link
As an explosive class, you can wedge yourself in those rocks. It needs a bit of clipping work. Also, that raised area in the corner looks like it can be used to get some height advantage as a defender, when in reality it's behind a clip. If it's possible to make that more obvious (sheer cliff face vs. what looks like climbable rocks, small fence, etc.), it would probably be for the best.
The rest of 1.1 is good, except for a small error on the point:
Link
I'm clearly not standing on the point, yet I'm capping it.
Moving on, I figured I'd test how high the skyboxes were.
This is what happened. You may want to consider lowering the skyboxes a little so that doesn't happen.
At 1.2, I noticed
this doorway. I dislike the placement. The reason I disliked the sightlines on 1.1 also applies here; it's a very long sightline from that door that goes directly across the point. Spawning defenders pretty much have to pass in front of it to get anywhere. Plus, the rock next to it is
somewhat exploitable, in the sense that a defending Soldier or Demo could very easily camp this door and be nigh untouchable unless a Heavy/Medic combo showed up to force them out. I dunno if that really balances it out for the defenders, since a Sniper can easily stand back away from the doorway. My suggestion would be to re-route it so that the exit is positioned next to the wooden wall. This would help balance it a little; a Sniper could still very easily camp the point, but in doing so, they have to walk out into the open.
At this point, I'd like to bring up my biggest grievance with this map. There is practically no height advantage to use as a Soldier or Demoman, power classes who excel when they manage to get that upper hand. It seems like every single potentially accessible roof in the map is blocked off by invisible walls (except
this slightly-off roof at 1.2). I understand that decision somewhat, from a control standpoint (easier to make the gameplay flow as you want it to with fewer variables). It can, however, turn an evenly-matched game into a stalemate. The only way a side can break through is if they manage to out-spam the enemy, which is slow, boring, and repetitive. From my run-throughs of the latter 2 stages, these principles seem to stay the same, even though there are plenty of good rooftops that can be used effectively.
If I get a chance to play stages 2 and 3, I'll make another post with some pictures. All in all, this'll probably stay on my server for a while. Keep up the good work, and don't be afraid to make some big changes.
Minor edit for clarity