Map is beautyful, looks non-standart and interesting, but there are problems with balance.
1. Tunnel as a shortest way.
When somebody gets a flag, the fastest way for him to get it to the base is a lower tunnel. It's about *4-5* sec to get from base to base! No one can intercept flaggrabber, so it is 90% deal every time! Also, the upper side of map is rarely used because there are no platforms between two right towers. So if you want to get from base to base using upper way, you have to fall and climb over and over. Its about 10 to 15 seconds now. If there is a game with 2:1 unbalanced teams, there is no way to win these two. They're just using the tonnel at a rate of 5 flag gets per minute! If you get high - you will lose.
You have to think how to make a way under the buildings longer or more difficult.
2. Asymmetric design.
Another drawback of design is a fact that there are significally more buildings, *ammo* and platforms at the left side of map than that on the other side. This moves the battle to the left side of map and this *shifts* balance. When two fights on the left side of map and suddenly die, guess who gets to the fallen flag after a ressurection first?
Solution: add more platforms w/ammo and shields between 1st and 2nd towers from the right?
3. Narrow tunnels.
Tunnels are really too narrow. If you get to the tunnel with your enemy, your agility, skill or intellect cannot help you - frontside attack is the only way to win there.
There have to be a way to get more space to the tonnel without making it even more easy to get through.
Thank you for your time crafting this map and for your interest improving it.