SPU9, Adacore and I were looking around
The second way to the rocket looks too easy to defend, so long and strait - an MG could be invincible there. It’d probably be better imo, if that had a kink in it, and perhaps was a bit shorter.
Perhaps move the side entrance closer to the axis spawn, so axis can also use it to go from their spawn through to the rocket. That should also put a kink or two in it.
The first area looks very open to me, perhaps a couple more decent sized rocks to hide behind. I think its good the way the trees are around the side entrance to provide just a little cover.
We thought that in some places around the edges the slick texture was quite annoying. Especialy that hill between the side entrance and the front wall. Perhaps use rocks with a clip barrier to stop people going higher.
Also, the first phase axis spawn area seemed a little too close to the front wall.
Some suggestions best explained with a pic:

You could also consider moving the spawns themselves back to the blue dot.
And check the textureing on the doors reflects whether or not they’re a teamdoor (the doors going out from axis second spawn)
Finally, there COULD be 1 too many dynomights in there, You might want to consider replacing one with an objective run. (ie, a keycard to open that inner door)
Good work, Looks like it could be suitable for competition.