Couple of friends and myself jumped around on the map. Our thoughts:
Middle: It's a very interesting high ground oriented mid. Lot of props for sticky traps and hiding spots. Almost too many places to check if looking for hiders (mostly on the right side). Scouts are also able to winger jump onto the silo-fence around the point from the rock. I don't know if this is intended or not as a scout being up there could be way more powerful than needed.
Second: The defenders have almost too much high ground around the point. Unless the attackers push through where the truck is, you're constantly on low ground before the point. Without play-testing the map, it is hard to say whether this is an actual issue or not, but it feels as though a coordinate team could shut down a push when the attackers are already halfway to the point.
Last: A shutter should probably be put over the lower main entrance. The doorway by the glass wall feels a little to easier to defend and widening it would most likely fix the issue.
Transitions: Pushing from second into last is very disjointed. Similarly to granary 2nd, a team will most likely have to go second to lobby, lobby to last when pushing. This disjointed feeling would most likely be eliminated if you got rid of the middle shutter that spits you out above the point.
Overall the map is very nice from a walkabout pov. You can see some places that have either been influenced by or ended up appearing similar to snake or process. The map still has its own unique twist though and we look forward to seeing what comes of it.