Alright, so I ran around the map for a bit to take a look around, and...
1) It's way too big and confusing. It's like, holy shit, how do I leave my own base? Then when you finally do leave your base, you get lost in the enemy's base.... The reason for this is simple, though. Players keep on doubling back when they try to move forward. It's not very linear at all, which helps massively in large maps like this. If you can figure out a way to keep players facing towards either their intel or the enemy's intel at all times when not in battle, that will help orient players so much... But in this map, you're going left, then you're going forward, then you make a U-turn, then you go right, left, right, double back again!
2) As I said, the size and layout of the map makes players lost, but the aesthetics aren't helping at all. They could help, oh could they help make the players *feel* less loss, but unfortunately, due to the homogeneous nature of the map's visuals, it really throws me, as a player, off. I have no orientation in the map. One solution you could try is to make visual ques slowly grow more intense as a player gets towards the intel, or towards the middle. When you get close to the intel, perhaps, you could have a heavy heavy heavy spytech theme, with the outside being a junky warehouse, so if you're moving *linearly* (as if there were no walls) towards the intel, you'll find more and more spytech stuff showing up. It'll help orient players, if anything, subconsciously, so atleast they'll feel a lot less lost :S
3) Garish ramps everywhere. They look bad and feel bad, plus going up them make me, as a player, feel like I'm only going to get more lost if I use them.
4) Too many static props with poor visibility control. This is causing some FPS problems that shouldn't exist in some areas. Near the intel room, for example, I render way more props than I should be. I suspect there's a window somewhere around there that's causing that issue.
5) There're still a few things that can be func_detailed throughout the map (such as weird inclines, ledges, etc. Lack of func_detail on certain objects is causing weird leafs to be drawn in some areas, like in the middle area, where there are diagonal leafs showing up. If you don't want to func_detail, atleast use hints and skips to control vis a bit more.