Gave this a look in Forge.
This map is an improvement over your previous map. But it still has plenty of major problems.
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Ramp length: The inclines leading up to Purple are just way too long. This is not good for the map's gameplay. One should avoid, making overgrown ramps and should at most use 4/5 of the length of the Ramp XL.
Flow: You need to manage the flow of your maps better. You need to set defined routes and paths. When heading to a location, the mindset of the players must not be "Alright, I'm just gonna run straight there to the objective without any real strategy." It should be, "Alright, I'm gonna go to the right, take that ramp, and flank the enemy. Then I can circle around and get to top mid..." Something like that.
Lazy cover: This map has quite a bit of lazy cover. Cover, in a competitive map, should be structural. Players should be able to use your map's geometry in multiple ways and not just for cover.
Messyness: There are plenty of areas in the map that are filled with pieces that aren't even supposed to be there. This makes these areas quite crowded and, frankly, ugly. Some of these areas would be bottom Green and bottom Gold.
Sightlines: Because the ground of your map is flat, this creates some rather long sightlines. I understand that the map is on Forge Island, hence the flatness. But you can still break up these sightlines with height variation and usable structures.
Spawning: In the future, avoid piling 3 or 4 respawn points right next to each other in the same exact place pointed in the same exact direction. Spread your spawns out in protected areas and easy-to-orient places.
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Anyway, that's it for now. The map has a lot of other issues but these ones are the most pressing.