The reason this map is terrible is that there is only one way that leads to the enemy citadel. That path is easily cut off and right next to their health crystal. I'll explain why this is HORRIBLE map design in story form:
The teams:
My team was Reg, Rook, Erebus, Oak
Their team was Reg (Mine/Snipe), Erebus (hard to kill assassin variation), UB (Spit), and TB (fire nuke)
My team absolutely was crushing the other team. We had at least twice as many kills as them, had giants, were pushing into their base, had all flags capped (except the one right at the entrance to their base and we got that eventually), were up war rank 10 to war rank 3 (!!), had an average of a level advantage on them, had a few creep upgrades (armor, damage), and were reasonably well item'd (I had a Mageslayer at level 9 for example).
And we lost. Badly.
They turtled at the chokepoint into their base. We couldnt really push into it very well. If we did we would hit mines and instantly be focus fired. Even if you lived you were going to get pegged with a Snipe too as well as nailed by the Erebus on the way out (and wouldnt get him in return due to all his evasion skills). It was nearly impossible to kill any of them because they were barely beyond their crystal (and most of them were attacking from range so they were really close to the crystal and an erebus right near a crystal is impossible to kill with his skills). While we had slows, we didnt have many stuns.
And this point the Reg just threw mines as quickly as possible into the choke (he might have had cooldown reduction stuff). Mana wasnt a problem because the health crystal is a short walk away. The TB was AoEing the creeps too, while the UB and Erebus were just focus firing us if anybody wandered in. It was impossible to approach without taking a mine, which meant you were slowed already (by that and maim), then you got grasped by the UB and you were quickly dead (either a Snipe or Erebus would finish you if you got away, and the Erebus is impossible to kill that close to their crystal).
We literally couldnt get any XP because our giants would kill their creeps before they got to us. They racked up HUGE XP and gold by AoEing at that choke. This means that they were gaining 4 levels to our 1 with ungodly gold. Eventually we pulled back figuring to let them out. No dice. They just kept sitting at that choke happily getting XP and gold while we got no XP and gold only from the gold ticks. There was no motivation for them to leave that choke and they werent stupid. Eventually they got up 5 levels with godly gear and my team (understandably) rage quit because it was just so stupid.
So yeah, that choke into the enemy base area is completely stupid and can be shut down WAY WAY WAY too easily by opposing DGs if they have the right builds. Mine Reg at that choke is just stupid if defending.
Basically I really recommend not playing this map since its just so poorly designed with that single choke right next to a health crystal design. I can think of a few basically unbeatable strategies on that map if you wanted to be really lame and the other team was foolish enough to buy catas and giants. Of course, I dont know how you are going to end a game on that map without buying giants if they are competent with that stupid crystal placement and the choke.