Map looks great! Having made some for CS before I can tell you put a lot of energy on this. Very well optimized, smooth on my computer, bravo on that! That being said, and having very limited playtime on the map during exp PL pugs, I’ll put in my 2c.
As far as I’ve experimented with the map, this isn’t really prolander friendly. The map is extremely roamer/flank heavy. The amount of connectors and alternative routes make for very awkward pushes and hold, and all the alternative routes funnel to a very tight upward-esque last, but with fewer points of entry. Without highground opportunities, the attacking side is locked to waiting until the medic can play on an über ad, which is relatively hard to obtain if red is properly nested on last. Last kind of reminds me of how 6s plays out on 5cp, and not how PL usually is played. TL;DR, last point is a boring push and is quite demotivating to push properly.
These ‘issues’ I’ve only seen in PL; I have not played the map in a HL format. That being said, the size of the map and the extra classes might make the problems encountered in PL less relevant with a proper combo and straight comp ‘metas’.
Again, very limited playtime on the map, this is more of a first impression kind of post, not a thorough critique of it. I’d need to play it more in different formats with different teams to form a proper opinion on it, so take the feedback with a bowl of salt. GL w/ development, looking forward to see this updated!