+1 for turnaround after my suggestion
http://forums.warchestgames.com/showthread.php/33376-Goldrush-replica?p=412021&viewfull=1#post412021
Camden!
I thought about how to make it easier for the attackers, and had the ideae, of something which can be blown up with c4 - which servers either to block a route from the attackers, or at least as cover. The desert color of the maps suggests me a Water tower … lol. But since its in england - no idea.
Also maybe it would be already enough to close that path which I marked in red /ehrm actually for the first phase of the map.
Well I guess a moving train is missing yet, so that could change alot already.
block out that area at left as it serves no purpose but to catch spawners rather than direct the flow of play.
secondly maybe a subway tunnel under the tracks as a 3rd route to objective. yes there is already a tunnel but a narrow one with a kink as the large one is too open as it leads direct to defence spawn. if that moves back it could be different but then an extra narrow corridor route wouldnt hurt.
block out the left area again serves no purpose could be gap in the fence.
secondly top right building A make accessable to attack to overlap defence and look over objective as attack need advantage, give them one.
this objective seems very similar to obj2, same area just along a bit. if kept why not move to top right B the attack has that building access i mentioned, defence has access from building above. fighting will become focused on that area. with spawn time adjusted advantage attack.
the helicopter drop id like to see 1 drop at a time so attackers support the carrier rather than everyman for himself.
with a straightforward left to right fight i cant see any issues there.
finally last objective perfect.
Your first pic, I would agree as long as the attackers still get that window to pick shots at people defending from the bridge, otherwise the only route you have is rushing them out of cover as they sit above you in cover. So, lots of death :\
The under bridge route would be a nice way to spread out the defenders if it didnt pass so close to spawn, i just get shot in the back trying it. maybe a quick cut straight up the side of the bridge on the other side, then at least defenders have to be slightly out of position to block it?
I tend to always go up the right as for me its the easiest to attack, and if you get it you can hammer their spawn from the bush bit beyond and you have a much better position to defend against the other side of the bridge as its further away from spawn/round corners. It also overlooks the switch so if the other team still has control of that area you aint getting that switch.
Also, those bushes 
The first stage, It’s a third spawn exit, don’t see what you gain from removing it? Also the dead end bit is great retreat area for healing up and ammo resupply, forcing the attack onto the road with only the cars for cover is a bad idea, it’s hard enough as it is. The defence have the advantage of higher ground and some cover on the over side of the bridge to pick players off, removing that area to regroup and such will only make matter worse, instead I would perhaps add some overhead cover, to prevent nades and aitstrikes on the hatched area on attached picture just to make that small area more of a safe haven for when things go wrong.
On the lower route I would offset the entrances onto the railtracks, just so the defence can’t hide in those bushes and shoot straight across into the heads of the attack who are coming up the hill, perhaps even add some cover on the middle track between the two with a flatbed train cart thingy, not the full height one that is near by, just something to crouch behind maybe, and just one of them.
Picture 1: Add some boxes next to the wall on the offensive side, allowing them to jump over it. It’s more exposed, so it makes sense as long as it’s only accessible by the offense.
Picture 2: There should be a pathway that connects that area to the left hand side. If anything turrets shouldn’t be able to shoot through “most” bushes.
the maps great and some nice improvements already.
the building at the start of bridge gives attackers that 2nd option.
ammo dumps are great
2nd obj still tough, can be sniped by anyone from a long way off. even safer sat back from bridge so some block here to force defence enough forward ie beyond bridge to allow side attacks.
last obj has been great fun but looks like already updated. looks more interesting.
data core lemming section would play better with all the weapons available.
the river scene looks great, cant wait for a textured version.
great map.
I love this map as well, had some great matches there already!
Like how every objective can sometimes be very fast, other times really hard - it varies quite a lot.
Agree that second (and maybe also third) objective is a bit open - should perhaps be more “control area to get it done” style. It’s easy to kill both planting and defusing engies from a long distance - should maybe be a wagon or something to hide the plant objective itself a little. But maybe this will work better when that f***ing F button mechanics is improved - it’s superfrustrating to loose the plant or defuse just because you have to try 3-4 times to get it done…
The lemming objective is maybe to easy - would prefer less cells and slightly harder delivery. Plus a way for defence to return them ofc (but hope that’s work in progress). It’s pretty much impossible to miss the delivery if you manage to get up to the fence with a hole and jump from there.
Got some private comments on my comment on the plant objective, so to clarify - I meant the railroad plant, not the missile launcher 
The missile launcher area is actually quite cool already, so let’s hope it’s get even better in the new map version (I see that area has changed a bit already in the topdown map).
For the railroad plant, just some bushes or crates or something, to keep engies out of reach from long-range shooting from the track area. Shooting them from the sides areas are okay I guess.
Before doing any change I would like to see the gameplay with the turrets (on)
The screen shaking while the train is destructing the wall is wayyy too much IMO 
Other than that I pretty much like the map, I’m with the other tho, the second switch can be a real dealbreaker as it is now, as you cans snipe from across the map (with both teams) and there isnt the need to control the area, it’s hard to lemming, its hard to control the spot without all your team spawncamping the defenders and basically isnt balanced well, maybe just putting the switch a tad more in cover (on the right when you are facing it from attackers POV) would bring some fun in it.
the houses on the left of 1st attack spawn have had some great battles. if this extended into a signal box maybe on a second floor.
this could be the second switch, indoors.




