ok so here's my critique
the point of a spawn having more then one door leading outward is so that the players aren't bottlenecked into this tight little murder-gap right off the bat. your main spawn doors are not only right next to eachother but they're also easy to access from the enemy team but are also right forgetin next to eachother, so they might as well be categorized as one door
the best way to fix this is to make it so that the spawn is actually multiple buildings (across from eachother, with a main road down the center), cause a single base is basically just a haven for clusterforgets and spawncamping
also another thing i dont like is how prominent grenades are and how easy it is to lob one clear across one roof and onto the other. ideally a map like this (where you include grenades at all) would be either big enough for there to be significant travel time with the grenades (and thus you'd be able to clearly see a grenade just flying at you from downtown) or you'd have it so that there's a bunch of obstructions like overpasses and buildings flying over the main area that would forget up either sight lines or grenade arcs, because grenades would just bounce off unless you deliberately use it to break up cover
(i also suggest limiting grenades to a cap of 2.)
the entire map is really impossible to flank on (another issue that's probably because of the compactness of the spawn (which is BAD, by the way)) and there's no room for fancy manuevers or trick ambushes so it's just this big constant conflict but it's also too big for it to be just this chaotic hilarious clusterforget (and besides, T+T isn't the best weapon pack for that kind of gameplay anyway (use quake-type weapons, they're more geared toward crazy bullstuff))
also what the forget why is the shotgun class so underpowered it's just two tier one weapons while there's a sniper carbine class that's a headshotting murder machine plus a powerful backup weapon