yeah i think there would be less massacre for axis if the tank was quicker getting to the outer door, decent allies have a lot of time and a loooong range to keep nuking the tank, making axis feel like theyre not getting anywhere. Maybe have to consider where in a campaign cycle the map would be likely to go - near the end means faster recharge etc so fops and panzers can rain it down more than if it was the starting map. Either way, im guessing that it’s when axis break in that the fun really gets going 
some texture shenanigans under the outer ramp, one wall that looks like it dhouldnt be there and a little further round there’s a little spot where textures arent joined up. On the other side, round the back of the tower (if axis are at forward spawn and go left, the upper/rear doorway) there is a texture missing on the doorway in. Also here, axis might be able to trick with airstrike jump or something and get onto the roof of the objective hall, where they can then walk down the windows into the objective hall - a bit unlikely maybe, but occasionally might “spoil” a game if it happened (or server running low gravity).
On top of the tower, it looks like you can go onto the little outer shelf things and jump back up - but its just too high a jump, so you have to jump off or /killwhen you want to be elsewhere. Also here, if you happen to fall and get caught up in the pipe things, you can get stuck between wall and pipe.
Also even more obvious stuff that I guess is just left out for this, the tank just magic’s away the gates, rear sometimes goes straight through walls instead of damaging them like e.g. on goldrush.
might be a bit nicer for axis to have a little more occasional cover for when rushing the culvert (dont add too much though, atm with teh cfg fps is actually surprisingly good, giving me better fps than many areas on the officials). Also, if axis could stand ontop of the canvas at their main spawn, this might give snipers somewhere to go without clogging up the back way out. Wonder if the initial axis spawn is a bit over exposed to arty, but dunno how you could simply reduce that, and there’s the two spawns anyway.
this map looks like it could be a LOT of fun 

