Balance: Symmetrical map, much like 2Fort or Well, makes it easy to learn the map and makes both teams have the same chance to take the other down.
However I wonder if, with all the intricate paths, it'd be easier to escape with the enemy intel than to defend your own? Maybe a few more clearly defined choke points would have been nice.
Also, the map seems to me like it's best structures for scouts with the many routes to run through, and for engineers with the many great sentry pots. Snipers wold also be good here too, with the many open areas to bring their enemies right into their sites. Unfortunately, these classes seem to be the best supported classes, and I fear that they might be the only 3 that would be most useful on the map, leaving other classes in the dust.
Design: Very intricate and well-done.
Seems to have poor visleaf management, however, which results in some frame rate issues, and some areas have minor graphical flaws--such as a displacement poking through the red team's sewer pipe.
The edges of the map are believable boundaries, but I'd like if they didn't end so abruptly--3D skybox would work wonders here.
The bridges really got me though: take an old, worn TF concept and mix it up. Broken bridges are a nice touch.
Fun: I can just see a 24-man server full of players butting heads on this map.
Gameplay: Pretty straightforward experience, but some of the ventilation shafts are a little difficult to get into--when you're running with the intel from a defending team, you don't have time to crouch or nitpick with barely-large-enough gaps.
Teamplay: The way this is structured simply requires proper team cooperation to enjoy. You're pretty much hosed if you don't have someone watching the intel and you cant afford to be caught without having someone on the attack. Perfectly doe there.
Maggots!