Okay first i'd like to say i had allot of fun on this map and it improved a huge amount from alpha one, but i did find some tiny issues and exploits.
-Ammo/health
This ammo box was hard to see, also it is very close to the medium one down the hall, under the ramp to its right or under the middle cp bridge would be a better place.
-Clipping
Signs such as these need the collisions removed, i got stuck on them allot and others did too. The signs above the doorways need them removed because once or twice i got ambushed by a soldier camping on them.
I got caught backpedaling on here a few times so a triangular clip would be nice.
-layout changes
The area behind spawn was barely used and it only provided a hiding place for enemies, i feel it can be removed.
The 1st forward spawn (by cp2) could be moved to the other side of the cp to make it more obvious where you are coming out of, i learned this quickly but the first few times i found myself at last not moving toward mid
or you could add an arrow to the right to give more direction.
These two areas i felt needed some more cover, for the people capping cp2 they could have gotten attacked from 3 locations far away from the point, there were only two closer entrances where classes with less range could defend themselves or find cover. And on the last cp you saw no one use the lower routes, it was far to open and people that entered the area from there were quickly killed by the defenders, instead I saw the entire team using only the two flank routes.
-pickyness
i think it would be better to use a model hear because the lighting makes it an odd color, not all that serious but it stood out to me.
Allot of your map was in the shadows, i think you should mess around with your light entities and try to brighten the map up a tiny bit.
(edit)
This ramp is too steep to walk up.