Feedback for tonight's maps
Acceleration
I've playtested this three or four times now and I think my favourite layout was the second time, which was just before the crescent shaped route between A and B got closed off. I realize that made rotation times super fast, but that's not necessarily a bad thing -- just look at nuke! I really think you should reinstate this path as it gave the map a unique gameplay element, which is quite rare these days. In order to balance it, you could lose all or most of the traditional "mid" section with all the dev textures, as that doesn't really offer any interesting gameplay anyway (and never has imho).
You really need to try and figure out what's causing the lag too, as that's pretty game-breaking for any map! Have you done any optimization yet? Have you tested on different servers, or just MapCore?
All in all it's a great theme and I think each bombsite has the potential for some really nice encounters, but the middle bits and winding corridors draw gameplay away from those important focus points.
Havana
The bits that have been dressed up look great already so I look forward to seeing how the theme progresses. I particularly like the wooden bits on the roof opposite the church bombsite -- it's a small detail, but the sort of thing I never think of doing myself!
Gameplay-wise I find it hard to get to grips with a layout when I don't have a radar so I have to admit I did some pretty mindless running about during a lot of the playtest. As a CT I felt the only way to defend was to hang back and snipe, which is the sort of gameplay I don't much enjoy so I tended to charge ahead and then get cut off in a bad place by smokes and stuff. Could be worth giving CT's more oportunities to peek over cover if they push forward near the church bombsite -- either that or a way to flank the approaching T's, but it would be difficult to stop that being OP. As a T I had the most fun trying to get to the platform above the underground bombsite -- the little room with the ramp and the crates provided some good close quarter combat if enough people went that way.