Okay we took a look at the latest version. It was pretty late, so we didn't really playtest the whole thing. Will try to run a full pug on it tonight. We did, however, run a couple of mid fights just to see how mid played out. Here are some of our observations.
1) Last looks pretty cool. Seems like a very cool take on badlands. The one thing we all immediately noticed was that you could see second from last. This was initially VERY confusing, and a lot of the people in the pug thought it was going to be completely imbalanced, etc. I mean, I can see why someone might want to see second from spawn immediately (makes it easier to find your way around) but it makes for a very strange first moment entering the map (first impressions are going to be key for comp play).
2) Okay, lets talk about that door. The door exists to help with rollouts, and to let players see second. As soon as the enemy team captures mid, the door locks. Personally, I'm really not crazy about that.
First, if you play the map and see that you can rollout to that door, but then it turns out later as you rush to second that that door is now unusable, your going to be frustrated. Obviously, someone familiar with the map will be okay with it, but new comp players will be confused, rather than appreciating what it does for rolling out.
Second, I don't think you need to really facilitate faster rollouts on your map unless the faster rollout path serves some other purpose for the rest of the way the map plays out. Example: gullywash has the lower exit that leads to the garage, which allows teams to rollout to mid and get there about the same time (soldier, demo and scout show up fairly close together, instead of demo getting there quicker and locking everything down). However, that door also serves specific purposes in terms of flank attack routes and having to watch behind you when you defend second. Letting someone get into that door early means you can get flanked by a scout and drop your med, etc. The door your locking down serves no purpose other than rollout after you close it.
Third, I'm of the opinion that the area you lock down (the lobby area with the half circle railings) is actually one of the coolest parts of the map. What you've done by locking that door completely is take one of the cooler geometry areas and really minimalize the amount of fighting or decision making that goes into a place like that. I personally would make that door that locks into a different sort of exit (think gravelpit c with the huts with two exits on either side) so that combat can flow into and out of that area for defending/attacking second and last.
Fourth, for me it has proven almost universally the case that you don't want two entrances between any point in a 5cp map. The maps which do have only two entrances almost always tend to grind out into stalematey nonsense (I'm thinking primarily of gullywash/freight/waste here, though a couple of seasons ago granary would have had similar issues with the push from mid to second, though with granary a lot of this problem has been resolved by teams getting a lot better and more agressive). When the door locks, you end up with only two exits out to second, both of which seem very easy to lock down from the same position (sitting on the bridge), making it really hard to push out and do anything unless you get like a full wipe on the enemy team. If you change the locking door up, then you'll have at least three exits which should help a bit, but I would still reconsider the right or left exit. You need to have a longer exit that puts the players into a bit of an out of the way position so flankers can get behind, so that the enemy team holding second has to really watch behind and check other angles.
3) The ramp room seems pretty interesting, but you should keep in mind how much of an advantage that location will give to snipers. They can see pretty much the entire second point from up there, while at the same time being almost completely impossible to attack from many angles, without pushing a scout through the entire enemy team.
4) If your defending second, the path to the left of the bridge (not the water one but the one with the handrails) seems really strange. I mean, I walk into that room and anticipate being able to walk right towards mid immediately, but you've got these handrails that make jumping up there impossible. Having to walk a lot further because of some oddly placed props doesn't feel great and it makes a walk to mid from there pretty lame. The water route is actually faster to get to pretty much the same place.
5) Okay here comes the big one. Mid is cool, but WAY too big. Essentially, if you look at any other 5cp map, when you get to the mid point you are always about 1 to 1.5 rocket jumps from the enemy team. 1.5 rocket jumps is a bit extreme and usually refers to the enemy team going the same route as you (so they end up on the opposite side of the point from you) like say on granary both teams coming out the left exit. You have to walk a bit to get into RJ position, but not really too far. With your map, I feel like when I get to mid I'm 2.5 to 3 RJs from the enemy team. I have to walk from the far right entrance to behind the cargo containers, and then I have to walk from behind the containers to the point and then I can jump on the enemy team. Thats way too far to walk in my opinion and it makes mid fights feel like your at mid but you haven't quite reached it just yet, which doesn't seem like a great way to start out the combat on a 5cp.
Some recomendations on things to fix for mid:
First, the largest change that I would recommend is to slide the entrances to mid over to the left. Basically, you keep mid the same shape, but you move all of the geometry at second/last over. What this should result in is the bridge exit (from water/left side) should end up behind the left side cargo containers, or pretty close to it, while the right side exit should end up must closer to the right side cargo containers. This means, as you approach mid, you'll end up in a much closer position to the point itself, rather than having to walk around the cargo containers. Think granary. You walk out of garage, turn left and the point is right there. Walk out the left entrance, turn right, the point is a just a little further. ETC.
Second, shrink down the dimensions of the mid area by a bit. The area behind the cargo container is pretty huge, almost a mid point itself. Drag the wall there in by about half. The gap between lower and mid is also pretty huge, cut that by about half as well, though you might need to cut the balcony area itself as well by a bit.
Third, this one is pretty extreme and might not be the sort of thing you'll want to hear, but I think the lower area is a bit of a problem. Mid fights should tend to be fairly concise and to the point. You don't want a whole lot of areas to check for lurking enemy players who are going to attempt to back cap you. Likewise, lower areas like you have tend to be problematic for medics. A medic is playing close to his pocket, gets knocked around by a rocket, or slightly held up by a scatter gun shot, misses his jump on the bridge and falls down to the lower area. Now, the medic isn't healing anyone, because of how far away he is from his team, is likely to get bombed with no one able to save him, and even if he lives, he is going to have to walk up the odd ramp thing (only way up out of the lower area IRC) and his team is likely dead before he gets back to healing them. If the lower area was less extreme or it had a path up that was a bit less problematic then I would be somewhat okay with it, but as it stands now, I think its mostly just wasted space that really detracts from what could be a rather fun mid fight.
Okay, thats a lot of text to deal with. One last thing though: you mentioned that cap times on the map are pretty close to granary. On our mid fight playtests, mid seemed to take a lot longer than granary. I don't know if you did anything to the cap multiplier? Number of players to cap? etc. You might want to check again. I mean, at one point we were able to die with half our team, respawn three players and have them run to mid, and still keep fighting over the same point because the whole other team couldn't cap fast enough. Not sure whats going on there, but I would look into it again.