Hey Bob, We playtested your map on #7 last night. It was one of the last maps and I think I was getting tired so I didn't write a lot of notes. lol But, what I did write:
-good that the last point was sort of enclosed because it makes it harder to spawn camp and push at the same time (most plr maps you have to spawn camp, but it's so easy to do so with the cap right there). I think people can take some notes from this of how to make it just a tad harder to defend and push the cart to the last point.
-There were comments that they didn't know what the side room was for (one team can drop down and flank the other team) but I think once the playtest started, it was seen as a valuable flanking route with just enough power to help but not too much.
-It was a small map, but it played out for some time, which I think means it's pretty balanced.
-Engineers were useful, snipers were useful, spies were useful, pyros had their place (mostly towards the center of the map IIRC), etc. Seemed like all classes could be utilized.
http://www.tf2newbs.com/maprate/index.php?sort=name
http://www.tf2newbs.com/maprate/index.php?sort=name