after playing this map in pugs there are a few things that i noticed while playing. the spawns when you have spire arent noticeably fast, it makes it almost impossible to fight spire b/c it is now easier to get onto spire. maybe if there was a 2nd door that open up in the forward spawn that was facing the point, like on the right side of the spawn room. but that was be an awful sniper sight line so idk, it would have to force close.
The entrance from grey bridge should be reworked or removed, the only time it was used was for rollouts. We always entered lobby from either trash or, since climbing spire is now easier, just jumping from there to bats.
The last point is much better, but since you made the door bigger, an uber advantage push from lower left is way to strong. The door is so close to the point and the point caps so fast it makes it really hard to defend. Moving the door further from the point could help so that you have to run futher, getting forced earlier or having the door face the spawn room so its not as easy to enter.
Last is the mid point. With your bigger hoodoos on slope that arent props, which i love dont get me wrong, i feel as tho you only need 1 hoodoo to accomplish the same effect as the 2 hoodoos on old badlands. the 2 hoodoos make the slope area way too cluttered and with faster soldier rollouts and bigger jumps it makes it so hard to climb up as medic.
The mini health packs under the point are directly in an area the people fight in. I feel like moving those mini packs to the shit house area would make people want to push that side more and make people have to disengage to go get health, instead of just getting the pack during a fight.
Theres also just some whack geometry under diag bridge by forwards that could honestly just be a slope imho. Over all, ive neveer been someone who enjoyed badlands, but i like the new ideas and that youre not trying to fix badlands, youre just making a new one. Looks interesting and i hope you keep working on it!