I think the new level looks creative and well made but in my honest opinion when it comes to spar arenas less is more. The problem with walls and bottleneck points like the bridges is that they encourage turteling / reward players for hiding and stalling the game.
Whoever makes the first move will be at a disadvantage because it is much easier to hide behind a wall and shoot the entering point than it is to circle around and try to chase the hiding player. On top of that it doesn't take much skill to get the upper hand in this situation, rather its whoever gets to the wall first that determines who gets the advantage. In regular spar and planets this kind of situation rarely exists, and I don't think it makes sense to give it such a huge role in the tournament.
A spar arena that is mostly empty with just a few obstacles would make much more sense. In a situation like that, the ability to dodge (rather than the ability to reach a prime location against a wall first) determines who wins and who loses. I felt the regular squad spar arena was already a bit heavy with the walls and feel the new one is even more cluttered.
Imagine trying to cross the narrow bridge to assault the other team while they just camp behind walls spamming the only entrances. I'm predicting the winner will be determined by whoever gets tired of waiting first and is willing to cross the bridge to their likely death.
I'm also kind of bummed that the new map is so different from the old one because we've been practicing so much with the old map in mind. The bridges in the new one make it very different from both the regular and squad spar maps; we'll have no experience with it.