Re-posting this from the other map thread (I honestly don't know what comment goes where when there are multiple threads for maps):
Firstly, I want to say this is a damn fun map. It's size allows for battles to flow many different ways. Having a nearly-full server when playing this map showed to me the sheer breadth and depth of this map, both being good aspects.
A few points of critique:
1) There seem to be some invisible walls along the high ground in Objective I (Swamp, if I remember right) that hinder players from approaching the edge of the cliff. I found this somewhat out of place considering I could easily fall into the bamboo spike trap nearby without issue. Since you went through the trouble of adding pitfalls around the map, why not free players to exercise their stupidity and fall from the cliffs as well?
2) I found spawn protection volumes to be rather restrictive, the ones that activate after Allies take Objective H being the ones I have particularly in mind. As Axis, I was alive between Objectives H+K when the former was taken, and within 15-20 seconds I could not walk to Objective J without running into spawn protection. As the volumes are, I would have to run down into the ravine below K and move north of K to then circle back to J. I thought to myself, "Why can't I use the high ground to move into Objective J from its south?" I found that to be very limiting in a bad way. Could you delay the spawn protection's activation or re-draw that volume so that Axis players can move into Objective J from its south without having to circle around to the north of J?
I can post pictures of what I'm getting should they be of help.
P.S. Your inclusion and placement of spider-holes are great. Had so much fun popping up out of them to hit unsuspecting nearby Allies.