I will shoot a fair few suggestions out. Not saying all of them needs to be implemented, not saying any of them needs to be implemented. But I will share my thoughts on the map since I was among those trying to defend that pug.
Before we go, great work so far Swiftshades. The map looks spectacular and has great potential.
This I think is the most crucial suggestion I am going to make. I feel like there was no real good collapse point, where it's hard for the flag carrier to go through. Taking away a big chunk of this pillar will open up a bigger view for defenders. From where I am standing I however think that the flag should not be visible. So some sort of dip still in the part should be made. But being able to see both high sides is not a bad thing however. This will open up and make shooting cross the map here possible, it's still by no means a secure return always simply cause you shot a flag carrier on the other side. But this will give the opportunity for players spawning to 1. Have knowledge of the enemy offence and 2. Be able to shoot them to some degree.
This is a very small thing, but getting a slightly bigger view of the beach from the other side could make sneaking out there harder. To not make the platform "float" midair I suggest small "ledges" holding it up, so the fastest and most secure way still is dodging over if you want to take this route.
Having the beach and scenery is beautiful, but it should not have a big impact on the game play. Cutting off the beach close to the base at the red lines to make going further towards the water impossible should force a more "natural" position on a flag stand of which is close to the flag.
With the flag being moved up top, this more sneaky way into the low part of base could be done. Narrow the entrance at the red marked area but open up to make low right longer and connect it with mid via a tunnel between the two black circles. This should also help to open up mid low as a more useful place and make it possible to sneak in behind defense, but at the cost of a slower pace to the flag.
These bridges I feel could be narrower, what this would do is to make it possible to shoot a flag carrier or a oncoming offence there from low. Returning a flag there while your low is still no easy thing since you will have to leave the view of it to get to it. The yellow triangles could be possible holes that a pixel shot could go through. Not a big change but if even one guy makes a amazing shot through them I think it's a win!
Not sure what to do here, since with the new flag position (which I personally like) this area feels slightly dead. Attacking through high is the fastest and easiest way. Sneaking in low and then exposing yourself on the jump pad feels like a lousy route now. I don't have any bright suggestions to hand, but I think some redecoration to make sneaking in behind defense could be nice. Specially if the base is opened up more as the first picture showed. Then getting a good sneak in path if you manage to get in low I think should be rewarded more.
I am pretty bad at bunny track so it could just be me being sloppy, but I couldn't pull this jump of cause of the speed on the elevator. Taking it's speed down slightly to allow this to be possible I think adds to the juking possibilities.
I took a fast look on the spawns, but as PACO say they can be fine tuned at a later stage, but I just found this spot which I believe could have a spawn. Facing towards the mountain aka top right.
Just want to point out again what I said in the beginning, those are suggestions and my thoughts. You don't have to implement any of them. However I hope they give some insight and that my logic and reasoning behind them is sound and that it provides you with some food for the thoughts.
Keep up the great work Swiftshades!