I have had some time to look over the map. I have not had the chance to play an actual slayer or objective match on the map yet to see how some of the elements work but I did spend a couple of hours testing stuff like the skill jumps and flow of the map.Now to the feedbackThe map looks beautiful and definitely feels like a re-imagined H5 version of rats nest. The subtle team colors on each side is enough to be able to tell which base you are at without drowning you in the color. There is a couple things that i think could make it even better. The giant arrow on the red base side is not red where the one on the blue side is blue. Now that is a big unbalance in color and should be fixed right away. I also think the middle play area would benefit from having accent colors above the base entrances to better show which base is which. To me the middle feels it is missing that even though it is nothing major, more of just an opinion.The map is put together very well though there is a few places that i think can be adjusted for smoother flow for running and driving.First for the pipes on both sides near the grav lift the two arches on the incline are a little low so the player ends up bumping into them. I tested the negative effect it has and they both have a chance to bump the player off if they are sprinting or get caught on them if they are walking which can make you stop and sometimes that is bad in tactical situation. The problem is more predominant on the arch closest to the lift, the one farthest from the lift only effects you if you are directly in the middle or slightly closer to the wall.Second, the railings for the entrance ways at the secondary warthog paths near the rocket launcher are positioned in a way that causes the driver to hit them if they cut the corner just right. It is virtually in a blind spot when you are driving to it so it is hard to determine when you trying to cut the corner for a quick dodge. If the end of the railing was moved closer to the wall making it a wider entrance then it would help eliminate that hazard for a path that is suppose to help them avoid a hazard (rockets).Thirdly the turret space could benefit from an additional ledge to help get up to the ghost. I was testing the jump since on the original map it was rather easy to traverse that spot but I was finding it difficult to always get the jump and clamber from one of the podiums on either side of the turret to the ledge where the ghost is at. The most consistent way i found to reach that ledge is to sprint and clamber up the podium, continue running and then jump and crouch at the last second to reach the ghost. That method is two seconds faster than going though the lift and dashing towards the ledge and clambering up. Since not everyone is really good at doing all the special jumps (it was tough for me because of my button layout) that spot would benefit from an extra ledge or podiums that the player could use if they jumped from the podiums next to the turret or if the current podiums can be raised slightly to make it a more accessible alternative route. This will mostly be helpful for people who are near the turret that want to get up the ledge behind them without having to drop down and go through the tunnel and then up the lift. It will help with the flow and dynamics of the game play for that area.Fourth, I think the idea of the view slots above the entrances in the middle in place of the bridge is a good idea and i understand the reasoning behind it but it is eliminating an entrance that use to be there. If you want to make the middle more of a focus area then I think you should make it so a player can crotch through it. Having it like that would still restrict some of the accessibility but still leave an option open. when i was running through the infantry tunnels i felt like it was to enclosed to get to that space and i would have to go to the small opening that lead to the cat walk. If it was opened enough to crouch through then it would be a quick way for someone going through the tunnels to run and jump crouch just right to get to the middle faster. I suggest this so it helps make the middle a little more accessible if you want it to be more of a focus than the original.I noticed there seemed to be a lot of weapons on the map which could be a little excessive but i would have to play a few matches to be sure. The ghost also isn't in the middle and spawns close to the wall on the blue side, you might want to check the spawn on it since that does make it slightly unbalanced in the blue teams favor.Once I get the chance to play a few actual matches I will hopefully have additional feedback to give you on the gameplay aspect and see if what i brought up is relevant or not. In the meantime i hope this feedback provides helpful and if anything needs more clarification i will be happy to give it.