Ok another update [v]
Some of this might be repeating my prior post, these are just my thoughts after playing it for the 3rd time on a full server.
I’ve played it at Lemmings United (18vs18) 64.60.6.86 and I must say that the game moves pretty well up to the castle. Then it stalls there because it’s quite impossible to grab the parts and make it out of the dungeon alive, then run ALL the way back to the first spawn. Getting into the dungeon isn’t too bad, it’s getting out
After a few firefights, you lose your way in that dungeon and end up walking into the axis spawn with the radio parts 
Also, at the top of the castle (you have a ladder that goes up the side, and Axis can get over the porticullis facing Allied Tunnel). Well, the Axis can get up on those hills on the right and come into that Allied side entrance area. Not bad at all, it would be nice if Allies could get up there too, otherwise, the Axis sit up there and shoot down on the Allies trying to get into the side passage…would add a third way that Allies can get into the castle.
In the castle, there are plenty of long narrow corridors, perhaps remove/super widen some of the corridors and make it more like a “great hall” to go through. But maybe you like narrow corridors
I dunno, that’s just my personal preference, I didn’t see anybody complaining about the corridors.
I did see several complaints about the darkness of the map in some places where players couldn’t tell if they were shoot an Allied or Axis. But most of the map is lit pretty well and maybe that was in your design to make areas super dark. I personally can’t play the map without turning my brightness up.
It’s quite a neat playing map though, some of the areas are pretty fun to attack. Many compliments on the map from the players.