DLing and testing now...
EDIT UPDATE:
(I used 8 vs 8 for all my testing)
Don't let the length of the post scare you away. This is a great map! I just tend to get a little too thorough with my posts.
Ok gave it a quick run so far. Very nice map! There are a few quirks that I think you may want to nip in the tail.
Near the second objective there are a number of dislodged brick sections that you have to jump over even though they are about the same height as normal steps. The worst part is you can't simply run up to it, hit jump after you realize this, and push forward in mid air to complete the jump over them. Instead you have to actually back up and get a running start in order to jump over them. I am not sure why this is. Very annoying, nonetheless.
Here are pics...

Here walking straight forward will get you stuck. I had to back up to the position shown above and run and jump to get over it.
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The other thing is related to bots. Once an objective is completed some of htem have a hard time getting to the next spot to defend. I found myself with 2 other bots holding off 8 attackers (16 players in all) at the final objective. The other 5 were busy picking daisies up at the surface.
I'm not so sure if this is so much entirely your fault but there are ways to fix it. When an objective is met and the new attacker spawn point is past that objective I have noticed this to be a problem.
This is also certainly true with your first objective with the attackers suddenly spawning 100 yards (or more) past where the defenders were just defending.
Past Solution: UT2004 solved this problem in Assault by having the option of translocating back to the proper defending spot by hitting "z". I dont know if the DA team wants to do that also.
Simple and Easy Solution: Either way your map is big enough that to solve this you could add another objective between objective one and two bringing the total to 4 in all. (a simple "get here" objective would be fine)
Also put the 3rd attacker spawn point closer to the 2nd objective so, at the very least, the defender bots will attack them...eventually die...and respawn in the proper spot.
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Lastly, bots have a little trouble with staying in the side hallways directly behind the final objective. Some of them decide theyd rather cower there than actually defend the final objective.
I'm not certain how common this is so I will have to further test this first.
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Boy, don't I feel dumb. I didn't realize the attackers could come attack down from those halls also. You're really trying to make this map hard to defend. I have yet to win. They just come from all over.
Suggestion: You may want to make that hallway at least come out in front of the defending point instead of behind it.
Screenshot enroute...

[caption]You could have a tunnel go under (or over) this area to reach this new doorway. hehe, this gave me an awesome idea. Have a tunnel go under but make a small opening in this floor so you can see down into it. Lobbing grenades down there at incoming attackers could be fun (and they could throw their own up at the defenders).
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I don't know. I'm torn on this one also. Anyone else have an opinion? Is this map too hard to defend? Or should it remain that way as a challenge?
Remember these are only suggestions.
EDIT (again, 2-3-06): Well I have been playing the map more and more. It's a lot of fun...but still hard as hell to defend. However, with human defenders I think you may be able to defend easier since they would generally pick better spots to defend from. I'm still on the wire on whether or not the map is too hard to defend.
It's very hard...yet it gives a nice challenge too. If you take care of the spawning spots and the few things you already mentioned above, I think it might even up the map enough to keep the current configuration how it is.
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All in all very nice design. I found myself having a lot of fun with the map....that's ALWAYS a good sign. You had pretty good cover in the form of bunkers, pylons, rocks. It is always good to break up open space with items that can be used as cover. :tup:
The potential for greatness on this one is VERY high...keep up the awesome work!
If you fix these few things...I think you could have a real awesome winner.
Thanks,
Kharn
P.S. I will continue to test the map. These were only first impressions.
P.S.S. (2-3-06) Still testing.....still loving it.