Here's a couple more screenshots.
And a view of the new lift - I decided to make the entrance to the lift rather room-like and "circular" (octangular if you will), to allow for a breather from battle and a more viable escape route.
And the longest line of sight, which I'll discuss in a moment.
After having played this map, I will not deny that this is a rather large line of sight. However, I wouldn't consider it game breaking, per say, or even remotely problematic. To be frank, a push for top control should be a hard one, and after playing I know that it is merely hard (or less so, depending on how organized or smart the team you're playing is), and not unattainable. What I feel this brings to game play is a higher competitive aspect, forcing teams to call out well and on time. Knowing when and where the enemy will be is key to controlling Top Gold and the two streets. Getting caught off guard or by yourself will almost certainly get you killed, but then, why shouldn't it?
The original Zealot design doesn't have this monstrous line of sight exactly, due to its curvature, but it does have one similar - perhaps less dangerous in length. What accommodates for this, in my opinion, is the flag drop down, the street wall (on landing, you can hide behind it somewhat, just long enough to either make a dash or re-gen your shields, or even gather yourself long enough to fight back), and various other pillars (such as the one that has the jump up from basement to flag). These things make for an opportunity of escape, which doesn't work all the time, but again, if your awareness is good, they should suffice.