Lockdown - Map Feedback

Please read:
This thread is here to collect useful feedback relating to maps. Posting feedback requires a specific format outlined below. Map feedback posts that do not use the outlined format will be deleted. We want to keep this clean so that it's easy for us to parse.
Secondly, we want to get feedback from experienced players who have a thorough grasp of the map layout and the various strategies employed on each map. Once you feel as though you have a firm understanding of the map, we welcome your feedback.
Please use the following format:
Map Name
Summary: A one sentence summary of the balance issue or feedback.
Followed by a detailed description. Try to be as specific as possible.
Example:
Facility
Summary: The space around Control Point 2 is so small that one player with a bomb can defend it too easily.
In almost every game on Facility, one player with a bomb has managed to defend Control Point 2 all by himself. Even against multiple enemies, the space is so small that a single bomb covers the entire platform, making attacking CP2 nearly impossible without getting constantly hit by a bomb blast.

There is a bug where two different music tracks will play at the same time. The graveyard theme in necropolis and the ICMF in reactor. These will play on top of the arena music.

Forest
Summary: It is too easy to camp.
I found that, by playing this stage many times, it is very easy to be camped by a bomber. While most levels have a seperation for the shield, the forest does not. Because of that, it is very easy to place two bombs and effectively trap a group of persons inside their own base. It's not a viable technique for the entire match, but it does kill quite a bit of time if done effectively and comes off as unfair.
Necropolis
Summary: Enemy spawn.
On several occasions, Rock Jellies have spawned. Not sure if that was on purpose or not, but I thought I should point it out.

Facility
Summary: Bombs are overpowered generally
In facility, especially the control points closest to the edge (both halfway up and slightly down from the start), a single bomber can hold a control point, especially with the shock-status bomb. It's easier on the ones halfway up, because they can block both directions of the lower path leading to it. You then have to have people come around from the middle, wasting people and lives. It's just a wee bit too narrow there, same with the space around the points with 3 surrounding walls. If there's 2 bombers there, you're not getting to it or them.
Reactor
Summary: Bombs are overpowered specifically
In reactor, control points 1 and 3 have a path that goes along the bottom towards each other. One bomber can hold the small strip between the 90-degree turns just after/before the points with shivermist/shock very easily if they have ctr maxed. I personally did this. They can be surprised from behind, but...
I think with time people will learn to deal with bombs using guns, forcing the bomber to use his gun, allowing you to gun/sword. Recon + using a gun they're weak to really hurts bombers that are camping.
@Replicant I noticed this too, could be disastrous with an organized team!
Necropolis
There are rocks falling from the windows that I have personally as well as seen many other people get stuck on them when going in for the switch.
This isn't game breaking, but when you notice the gate is up and you boost around the corner and hit a pile of rocks that looks like you could walk over its a little unnecessary.
-Xiinder

Forest
Too easy to camp. Played Forest five times today and I died five times as a Bomber. Held the Northern point every second of every game with a Voltaic Tempest. It was simple. Just bomb in the direction of enemy camp and they cannot reach you. I had multiple times where somebody with a sword stood there because they couldn't get to the points. The only other option is to go the entire way around back.
Reactor
Hard to say there is an actual strategy here. I found most people just used Recon and gun/swords. Bombs are a bit hard to use here because of the wide open space.

Forest in particular will definitely receive some more love before release, as I noticed some of the same issues mentioned above while playtesting with everyone.
Helpful feedback so far!
The map(s?) with the split shield have a pretty big issue of, well, the split shield... if your team is camping their spawning area, you can still shoot between those barriers and hit them pretty easily. While not a horridly breaking the game, because the healing tiles are right there, this isn't exactly fair either.
Also, I do think that there should be random monsters spawning on occasion, making unoccupied points neutral again and disrupting the winning team from doing unfair things like spawn camping the entire match.
Point caps should be slightly higher across the board and displayed so people can actually tell when the end of the match will be. Also, it might be more prominent to have the team point total on the center top of the screen with a lit fuse burning down in relation to how close a team is to said point cap in the middle, over having a superfluous party icons off to the side.

Forest
Summary: Locking in the other team in their base.
Two bomber loadout players, with a Voltaic Tempest each, can easily cover the entire base exit. This makes it nearly impossible for the opposing team to even enter the field of play. Even though the enemy team can shoot through their own barrier, the guns are not enough of a deterrent for the bombers. This extends to other maps, like Necropolis, where base exits are small.

i found it pretty easy to take out the bombers when shooting through the barriers

Ruins:
Summary: Invisible walls?
There appears to be an invisible wall, roughly two squares in length on the second control point in the current Lockdown bugfix that "changed spawn exits to be less camp-able".
No good reason why this should be there. :P
There is a bug where two different music tracks will play at the same time. The graveyard theme in necropolis and the ICMF in reactor. These will play on top of the arena music.