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You should avoid this type of thing. For one it makes combat awkward, additionally it takes you longer to get all the health/ammo in order to re-enter the action.
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This holding position on second seems way too strong. If a team is up by a round with little time left on the clock, it would be a nobrainer to not go mid and just hold here, not to mention stalemates will become a problem. I would suggest either reworking the route(s) to mid & second in order to allow for things such as sacking, offclassing, UBER TRADES... etc
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This tiny doorway is super hard to push through for either team. One roamer can deny a whole team from pushing by standing on one of the fences and just spamming the box. If you look at another competitive map like gullywash, the bigdoor is still held by roamer but it is larger to ease pushing through it. Another map like process IT/PC can also be held by a roamer fairly effectively, but doing so kind of shuts him off from the rest of his team, but here he can easily get a quick rotation or heals to deny it.
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I don't really get the purpose of this health kit, since there's already a medium kit in the same room and medics & demomen can't access it (while it is indoors). There's already enough health in that room
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You clearly had the right idea to have a large entrance to mid but as I mentioned earlier, the other door is teenie tiny. A lot of the doors are really small actually. Take this:
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Or this:
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The shutters could also be larger I think, especially the ones on last.
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Due to all of the entrances to mid (except a drop-down) basically leads you to the same side every mid, with the highground there being way more accessible to either team, it feels like this mid will be kind of like a standoff between teams just standing on their own highground. Also, by making the fastest path to mid also be the one that gives you highground heavy to mid will be more viable than on a map like badlands. Sniper to mid will also be slightly more viable (than average) due to how open it is. The mid is actually really really big and it's practically impossible to prevent somebody from running behind your team or flanking. I would suggest further condense the mid area into a more conventional style. Also, the area behind the crates feel like huge trenches and are kind of awful to get caught in. I guess the area doesn't hold much of a significance but still.
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Make sure walls like these are always higher than another platform within the playing area, to completely ensure that players know they can't access it. This is important, especially for an alpha when people will first learn the layout.
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Consider adding some sort of ramp here... it will make the point a lot more accessible both from the shutter and the flank.
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Ammopacks should generally be in holding areas or in areas transitioning you from different areas, I would advice moving these away from combat. For instance, snakewater africa is a good example of a transitional ammo pack, and the ammo packs on mid bridge on badlands. Badlands also has them close to the point, but no team would ever consider holding on the lowground here.
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This is probably the fastest rollout route but the medium health kit is very easily denied by either demo. Due to this, I honestly think that demomen most of the time won't consider it as a health gain during their rollout and just go top, further incentivising the entire team to just stand on their own highground.