The bottom mid is very exposed; crossing the bottom floor might be difficult without sprint, especially with that gap in the floor. Also, a lot of your walls are thin, which hurts believability (Onyx for example did believability well; imagine if the walls to the bases and towers were ultra-thin instead of bulky). Also, thick walls (like 1 block thick) can double as cover and create more varied positions for people to hold. That hollow container-looking structure with a ramp leading into it is a good example. What gametypes are you going for? And could you put up an overview picture? I think that would give a much better idea of what the whole map is like. Assuming Slayer I think players will want to stay on the upper level and near that big structure on the top floor. Seems hard to nade into, pretty easy to poke out through that window, and entrances seem pretty narrow. Would like to see the whole map forged and playtested. Overall definitely one of the better map videos I've watched in h2a. Also good to see you here Staff will probably be familiar faces to you.
I'm liking the overall concept Kurtiz. Some strengths 'Y' shaped designs have are their compatibility to neutral areas while providing sightlines from the bases. Triangulation like this works well with King of the Hill especially because of the neutral zones that are within range on the map. Remember the triangulation Unoverated's map "Nexus" had, and how compatible it was for KotH? I would take another look at that map if you're still in the design phase. Also, from the limited gameplay I've seen on Halo 5's Empire map, I believe it was a "Y" shaped design as well. So far this is looking to be your best work and I'm looking forward to seeing where you take this.