Teuthis, that is actually a good idea and a lesson learned. With next maps I know what to do. 
[MAP] Tides of War
You may ask on OB forums, Iād like to do these but even if this is a tiny map no time to do these correctly.
Late I am, but here are my thoughts (nice work BTW)
After making and playing with FritzBot waypoints (5 vs 5 bots) a few observations;
map version used: tides.pk3 12.12.2014 7:54-8:03PM
1)
Satcheling the Sewer wall from the Allies basement is trivial, too quick
Forcing it to be satcheled from other side would be more interesting
(e.g like a door control at viewpos (1241 901 92): 90 i.e. where the sewer DRI sign goes)
You could make it a reconstructable wooden barrier or door
2)
Allies get to the generator so quickly, it would be worth slowing them down.
Suggestion: make the generator building door on their side an (axis, cvop) team door
and remove team restriction when gen blown, like the sewer door into the Axis basement.

Your secret basement entrance to the generator building then becomes more important
(and BTW it needs work to make it easier to use)
and building the Allied net becomes critical
Allied Cvops in uniform holding the team door open for Human engrs may be possible too.
3)
Access to Axis basement down ramp
bots may catch on invisible edge at doorway
viewpos (2925 373 256) : 47
The Down ramp to axis basement is potential choke point when 2 bots
attempt passage in different directions or when one is stuck on doorway.
Suggestions: remove door and edges when generator is blown,
move rightangle wall back to widen upper short corridor leading to down ramp
Also add a third way out of the Axis basement
(example a ladder inside a fireplace at viewpos (2905 177 80):7
could lead all the way to the roof.

Or alternately your manhole cover idea off a side room say beside the sidepath and tree
at viewpos (2577 1320 187) : -89


It could provide another way in for the Allies without spawn camping the Axis.
and Thanks for keeping this game Alive and kicking:stroggtapir: