Here is your demo from today (beginning is probably dead air for maybe ~30 minutes?)
We had some randoms that called it too large (not true in my opinion). They also said it had too many flanks (probably does). As a Heavy I was getting pretty far behind enemy lines, and that little speed bump I told you I hate didn't really stop me. Later today in the impromptu I was doing the same thing as Engineer. I still think you'd benefit from rotating the drop downs and stairs 90 degrees, because then players would be directed toward combat areas rather than staging areas. Another problem with your map, I feel, is how cluttered the area immediately around the point is. You've got the pillars above and below, the shipping containers, little waist high fences on the high ground spots (which are largely useless as high ground goes) and they all get in the way or feel semi-random. I was really hoping for a better redesign after the contest ended, and this comes close but it still has all the same basic issues the last one did.