So first off before I say anything I've played the map once in a rahpug so take this with a grain of salt.
Really enjoyed the general flow of the map, the points/connections are obviously very inspired by existing maps but that doesn't take away from them at all. Honestly I feel like the kinks will work themselves out as you work on the map but here we go anyways. I'm gonna try not to make suggestions on what changes to make, just things I've noticed about general areas I don't think are quite there yet.
I'll start off with the least nit-picky. The last has too much going on and it doesn't do any of it that well. It's like you can't decide if you want a small last where it's all about point play (low cap time and dropdown) or a large last where you can bait the cap and play slower (open cap point and the banana entrance). I feel like it's gonna be really hard to balance if you wanna keep all of the features on the last right now.
The second points cap area is very large and exposed, I don't know what benefit this has other than it's different. The lack of cover makes me think that you want people to spam the point to contest, cause jumping into someone on high ground with nothing to break sightlines is a death sentence. But then the area is huge so spam can be avoided while still playing the point. Just feels like there could be more to play around than there is currently, I don't think it would take a big change to totally flip how I feel about this point but atm it's not quite there.
Bit more nit picky now.
The scale of the map is just a little bit off, very hard to quantify. Things just feel a little too far away sometimes. Similarly, some doors feel too high, less of a gameplay problem more of an aesthetic thing. Can make the characters look like toys.
The flank between mid and last lobby is really nice, my only worry would be that it becomes too easy to get a player into lobby and then roamers have to play staring at a shutter door. I feel like the flank will just be much more interesting if you need to like rotate players into that room to help get someone behind, if it's easy then it's just gonna make 1 defending players life a misery. I don't know if it's too easy now, I just think it's gonna need to be refined as you go but you probably know this
Choke on 2nd is a little wonky, I understand it's technically quite open but it's just a bit off. It's longer than it is wide which makes it feel very awkward, like you're in a tall tunnel.
Most nit-picky thing would be that some of the jumps that are clearly required to manoeuvre the map are a bit uncomfortable. For example the pipes on last that you are meant to jump over to get into lobby can't be done without crouch jumping. Fair enough having jumps you're aware of that are intended to be done with a crouch jump but if it's a major way of getting though the map you should be able to do it with just a normal jump, even on heavy. This goes for the jump on mid too, can't be done without crouch jump on heavy but can be done with. Doesn't feel like you're actively stopping players from jumping onto the crates so may as well make the jump effortless. It will help with dialling in the scale of the map too.
Sorry for the nerd essay, hopefully this can be of some use. GL with the map.