Here's a poorly drawn depiction of the layout. I hate paint. NF main is somewhat bigger than it seems here. Pretty much. Clipping the blocks in two (called making edge loops I think) make the subdivide turn out way nicer and allows you a lot more freedom with texturing. I am kinda worried about limits on the number of faces though. I'm planning on using propper to convert the town building facades into models so I can maintain a decent level of detail. The facade props will fade out to reveal the simple brushwork behind them at fairly low distances.
The northern chokepoint seems like it heavily favours them as well, what with a single entrance and an easy spot to deny the ref. Their defensive position seems much better as as far rax placement goes in he south.
Looks worthy of a Kreygasm, and boy oh boy will people shout at me for clogging those pathways with my tank. Those passages seem really narrow.
The pathways are intentionally narrow - the gorge connects the two main chokepoints without adding a third, think emp_coast with a river running through it. There are going to be wide vehicle routes in the east and west. They're intended to give defending teams room to move around and retake lost chokepoints as well as opening up another front for attacking teams. This is going to be the town: obviously very basic at the moment but it should give you an idea of layout. The bridges that were originally above the waterfall have been moved to the town.