I like the concept of the map with the simplicity and open spaces, but it has a lot of flaws. First of all, the spawn times are broken. Defense spawns way too fast. Secondly, defense has a few too many high ground advantages. Take the first objective for example - there are 3 basic paths attackers can take. You can go left, where you face a high ground disadvantage, and where you are also in range of getting naded right from the defensive spawn, you can go up the middle where you are extremely exposed, if you go up the middle (under bridge) you can turn left where there is high ground, go to the enemy spawn, or go right where there is high ground and bushes for defense to hide in, and the third path attackers can take, right side out of spawn, you also face high ground. It may not seem like much, but defense should not be getting more advantages. On the objective where attackers deliver data to the helicopter, defenders get a bridge where they can shoot down on the attackers.
Building the switches is really hard for attackers. I know that its skewed because of spawn times, but if a single defender is alive he can stop the person building the switch from range. Some sort of cover is needed and progress shouldn’t decay.
Bushes. So annoying. I keep thinking I can run through some of them then get stuck. It’s incredibly hard to see someone when they are standing in front of a bush, not to mention that you can actually stand “in” some of the bushes. You can also place turrets in the bushes and they are hard to find/kill.
Maps should have defenders spawn closer to the objective on a longer spawn time. Attackers should spawn further on a shorter time. High ground should be neutral.