I must say, I really love this.
We need more time in the beginning to see what our builders do and examine the path. Give us an extra 30 seconds.
Air on wave 1 is not cool. Players who start with ground-only towers are then useless. This is artificial difficulty; something that anyone who's played enough will easily counter simply by starting with towers that hit air. Difficulty that affects only new players and not experienced players is not what you want. It's also lame that air waves on round 1 are usually spread out so much that the city builder is completely defenseless against them; its cheapest tower is 30g, hits ground only, and its next tower, 95g with anti-air, is still useless against them because they are spread out more than its splash radius so that it still hits only one enemy (and leaves them with 1-15% health).
I like that the builder moves instantly to build sites or wherever you order him to. I wish every TD would use that, and I don't know why I never thought of it myself. I'll be doing that in my TD as well, thank you.
The Soul Catcher stops gaining damage after you upgrade it. Is this intentional? This is very disappointing. You should make it colored in the tooltip that it stops gaining damage, if that's what you want it to do.
It might be a good idea to change the soul catcher into a tower hero; instead of automatically gaining X amount of damage, it could gain points to spend on bonuses for the owner to choose, such as damage, slow (increasing slow and duration slightly with each point), attack speed, etc.
It seems like, with shared income, you get the income shared by the rest of your team excluding yourself. This is kind of lame, because it essentially means that the people who are producing the most income receive the least amount of shared income, making it so that expensive builders like the city builders aren't actually getting the extra income they're focusing on because while other players are getting half of their high income, they're getting half of the minuscule income generated by other players.
It would be cool if players could still vote for infinite mode during the game.
For some more terrain variety, you could use doodads with replaceable textures to really enhance the randomly generated terrain. You could either do this completely randomly, or you could have the textures they use be dependent on the dominant tileset.
In case you aren't familiar with replaceable textures, here's a tutorial on it:
http://www.hiveworkshop.com/forums/...odad-without-importing-several-models-222212/
I suppose if the destructibles have pathing, like trees, you'd want to have it check for the distance to the path before placing them so they don't get in players' way.
Edit: I opened up your map. Your 5-second imported audio is 900 KB. You should really compress it and use a different format. You could easily get it to under 100 KB and still sound great. It's also way too loud.