Very, very cool map in concept, i really love some of the features of this map. Gonna go point by point and talk about things that need changing, things that you can work with, and things that i think should stay. Also, i'm going to start with some general advice - get rid of a lot of the tricky terrain. I'll point out examples as i come to them in screenshots, but in general the terrain on this map is too tough to navigate, meaning a lot of frustration when a player slightly mistimes a jump or holds a strafe key for half a second too long.
Starting with last, a couple huge sightlines that really need to be fixed before anything else:
http://images.akamai.steamusercontent.com/ugc/271720179209610261/0A3C1D82D41AAFAC818D4E6FF26F98154F0440D9/
^This sightline is especially egregious because there is no real way of spamming the sniper to prevent him from sniping there unless you can manage to sink rockets directly into the little gap. the sightline completely cuts off the leftmost spawn from being used because there is no way to leave spawn without being seen.
http://images.akamai.steamusercontent.com/ugc/271720179209609815/C3C64EDFF45FC181E6DDAD2490EEFFF1DC0F3BC4/
^this sightline prevents people from walking out of the top entrance completely, unless they stay in the direct center of the sightline and stay pressed to the wall, and even then thats as far as a player can move
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http://i.imgur.com/ePXU3ol.jpg
The light that you can jump on to get into the upper entrance to last is super clunky, tricky terrain. I'm unsure of the small wall next to the point, i couldnt figure out any sightline that it was reasonably blocking so i'm not entirely sure why its there. The ramp at the back is sort of a bigger issue, and one that i'm not really sure how to solve. right now the ramp really has no major purpose. it ends up making right side spawners sort of unaware of whats going on in last by blocking so much vision, but doesnt protect them from snipers. I'm unsure of what changes to make to have those not happen, but i think it probably needs a change.
http://i.imgur.com/lxmvKlB.jpg
an ugly, but simple solution to the lightpost jump is to just have a ramp wrap around the entrance. i'm sure you could come up with something more elegant, but a change definitely needs to happen there. a small temporary solution for the right spawn door is to just add an entrance to the back of the right side hut, which would allow players coming out of that spawn more options to get on the point and give them a way to temporarily avoid snipers. the roof of the main entrance seems like a questionable spot to be able to stand. (also just a note, you can detonate stickies through that sort of material, meaning that you can place unclearable sticky traps by shooting sticks on the roof there)
THEORYCRAFT! THEORYCRAFT!
i think if you enclose the point and turn it into a sort of gravelpit B type of situation, have the spawns come in higher and slightly further back like the defender entrance in gpit, and have the high middle spawn come directly into/on top of the building, it could create a really interesting point. it sort of already has a gpit b feel, with the lowground surrounding the point and a lot of cover on the point itself.
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Moving into the lobby:
http://i.imgur.com/bQsTtP9.jpg
^cover up all of the gaps, they will just lead to frustration. most, if not all, of the planks need to be widened significantly or turned into actual ramps because right now they are too easy to fall off of mid combat and will have eternal issues with splashbugs. try to enable players to fight each other, not the map. i'm not really sure what to do with the top of the tunnel but i'm of the opinion that you should get rid of it, too easy to hide in, awkward space, really serves no good transitional purpose.
http://i.imgur.com/624qFuN.jpg
^same issues here, i also suggest adding a little extension to the porch so that players can just jump straight down onto the crate and dont have to strafe jump. the flat set of planks is one of the only ones i would feel comfortable leaving, if for no reason other than its the most convenient solution. consider replacing the two with a single thicker plank though, so that projectiles behave for players.
Moving on to 2nd:
http://i.imgur.com/OEETK33.jpg
right now i think the major issue with 2nd is its relative inaccessibility for most classes. i just have a few possible changes here including: lowering the point the be level with the walkway, moving the crate stack closer to the point to allow people to jump to the point/widening the ramp onto the point from the crates, extending the point from the edge of the building slightly to increase surface area and make the crates closer, and also adding a ramp from the mid entrance.
Thats all i have time for for now but i'll go over the rest of the map some time in the next few days