Here's my feedback based on scrimming it a few times and playing this match on it: https://play.esea.net/match/13328516
note: I am not a good player so my analysis could be very wrong but hopefully I'm correct-ish
Last point
Pushing into the far left door with uber / player ad as seen here seems a little bit too strong
https://tf2maps.net/attachments/20180409174459_1-jpg.75379/
What I assume phi's intention was for this last was that for the left entrance you can walk in deeper without using but the doorway doesn't put you in as far, pushing in right gets you in deep from the start but you'll have to pop through because the doorway is smaller and more spammable, pushing in through the lower shutter is good for momentum and catching out the other team cause you'll rely on them not having a lot of attention towards it, and the last entrance which resembles a battlements is probably for when you were trying to go right but it got stuffed hard and you need a fast alternative entrance similar to how launchpad works on gullywash last.
However because of this structure when pushing in left:
You can get onto their players aggressively really easily. We would just pop through on a scout and a soldier, our pocket can skip jump across the thing and land on their medic with no difficulty, and your medic and scout can catch up to him in time to flash him.
Another thing is that it doesn't really feel like you have a way to kite the enemy team as the defenders. What we decided to do was that since popping in right worked so well we'd just play on the left when we have uber disad, but after they pop in right you have no where to go to.
Once they pop in right you can't go forward as it just brings you closer to their team and you'll die and you can't back up into spawn because you'll just get locked out and they'll play point. Your only option seems to be to walk right around the shed:
But the amount of protection you have here is basically the same as if you were still by the shed. Metalworks does this well for example, there's the wall behind the point for the defenders so once the attacking team pushes in they can kite around to the opposite side of where the attackers pushed in from. Basically the last feels like it's missing something like this, and going for the enemy team's medic with your uber is very effective.
Second point
I'm not sure if this is bad per se but it feels strange that it works out like this.
As the defenders, this area seems to be held best by your combo. You can have your demoman put sticks on the left shutter and middle doorway, and your pocket can be holding the house area on the right close with your medic near him.
For the attackers though, the other side of those doorways don't feel like they require your combo to hold them. As defenders the other side is probably not going to be too adventurous anyway but you can hold the far right door with just your roamer, and the left area can be watched by your demo
This leaves this area, which our team coined valley for the attacking team's combo to hold. This area is comparable to big door on gullywash. Common plays for the attackers on that map are to rotate their heals to the flank to try and get a pick, send someone behind, or have someone snipe from there. The only difference is it feels like you can afford to have your heals here by default, not as a rotated play. The sniper sightline is also huge so if you bring your heals over, sac your flank scout and have him come up on sniper the other team's heals can't really rotate over to stop you cause they'll just get picked. Perhaps the defending team should have their demoman watching this area instead of being on the left, but then the left side feels vulnerable to the same thing happening but in reverse: The attacking team can bring their heals to the left area and rush your flank. I'll continue to experiment with this in the future when we have the chance to play this map more but overall it feels like there isn't a perfect way to hold and either way you do it your flank will be very weak and easily pushable.
As for the mid fight / mid point, I don't feel like I understand it well enough to offer feedback yet but if I have ideas I'll be sure to post again
edit: forgot to mention, the spawn positions feel really cramped. They could be spread around a bit because right now it's pretty easy to accidentally heal the wrong person on the rollout