Also worth noting for those who give garbage feedback to think more along these lines (
https://www.coh2.org/guides/5478/worldbuilding-with-whiteflash#225)
"Soliciting Map Feedback
Map feedback will come in all shapes and sizes. Good feedback comes when a player provides replays, screenshots, or other visual aids. The best feedback is unbiased, but this is hard to determine, as your experience with worldbuilding grows you'll be able to recognize bias and work around it. The more specific the feedback, the better. If a player can get very deep into why something happened it better aids you. Don't be afraid to ask players for things like this as everyone will benefit from them. And I'll say this up front, good feedback is hard to come by, its hard to take emotions out of an intense battle and get to the core of what makes a map good or bad in a given area, at a given time. Stay focused on the goal of balance, interesting strategic opportunities, and options for players. Advertise your map and push to have your content tested.
Another point to make is that feedback will come. If time passes and you aren't happy with your map, don't be afraid to start over. Yes I said it, start over. It's a massive pain, but you learn so much with every map made that it's worth the effort the majority of the time. For me it was my map Kurland Pocket. I worked on Kurland for months and it just wasn't doing what I wanted, so I started over and made arguably my best COH1 map, Argentan Crossroads. I learned so much from experimenting on Kurland, and it undoubtedly made Argentan better. The feedback from players doesn't always get you where you want to go, but it is critical to effective progress regardless."