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You can view gameplay demos if you wish: https://petrol.tf/demo
A few notes:
Last is a bit too difficult to push, and could use a bit extra props and detailing. Maybe simplify some of the flanks, move the spawn further away from the objective (spawn door exit with everyone aiming at it is hard to deal with).
I found that with a skill imbalance in the teams, the middle point in the "hangar" area with the water (idk what else to call it, right after the cave) is a bit too hard to push through, I found myself successfully holding it more often than not.
The doors for the blu spawn at the last are a bit confusing. Maybe lock out the doors which no longer lead towards the last point?
Styling and theming of the map is very good, would like to see that extended into the last point.
Also, the boxes opposite from the bell in the initial red spawn have no collision.