@mintoyatsu
Some feedback from regulars and myself from playing on the most recent version;
-Ramp Changes
I understand the idea of making the ramps not usable during stun, but I don't believe that actually changed much in practice. Since Hale
isn't stunned, a player can walk onto the ramp and move around on it, and if Hale follows them to try and secure the kill, there's a good chance he just gets launched and misses the RED entirely. If Hale really wanted someone dead before this change, he'd be able to follow them on the ramp; it's harder to strafe while stunned, so taking the ramp wasn't a guaranteed escape.
I'd suggest to revert this change, I don't think this made it much easier on Hale, and also REDs who get onto the ramp while stunned can just chill on it after the stun wears off.
People liked chaining the ramps, and maybe they shouldn't be able to perfectly chain them with ease, but it was a fun mechanic I still like to see, albeit with a higher skill floor. The mostly horizontal launch vector means less fall damage for most classes. On Nebula, Oilrig, etc. as much as you can chain the ramp(s), the limiting factor is usually fall damage, which forces REDs to grab health before they can continue, sooner or later. You do have a large health pack on Mario Kart, but it's nicely out of the way of both ramps, leaving only small health packs relatively near them.
I'd suggest adding more vertical launch to the ramps to increase fall damage from them and to make it slightly more feasible to reach the other ramp.
-Geometry Changes
Some players miss the gas station roof as the main elevated anchor spot on its side of the map, as well as the green pipe door(s) as a stopping point for huntsman taunting, telefragging, etc. (although, for that, only one door would be enough to get the job done.)
Unless these pieces posed more serious issues I'm unaware of, I'd ask to return these items, as they added more to the map existing than not.
(I don't remember how people were getting stuck in the green pipe door, but maybe a bit more generous of a trigger area would be enough to prevent stuck players? also the main functionality for REDs was moreso blocking line of sight, so maybe another potential fix is to just make the door non-solid to players stuck inside the door with a tiny trigger in the door itself.)