You asked for some feedback n such in the discord and I'm gonna post it here cause it's easier to do screenshots

-whlile this may only be in spawn, still should remove clipping

-something weird is going on with these displacements. Probably should just do a blend from grass to dirt, then dirt to concrete

-I always felt like this detail area should be a way to the route upstairs for some reason
-I always forget this area exists. Perhaps making the lower entrance larger and more visually impact full could help. Also the way the ramps are makes it sort of round a bout. Probably could simplify things to help smooth out movement.

-I sorta feel like this area and the one in the previous image could combine to make one really useful route instead of 2 sort of useful ones

-pillars and door here could use a tad bit of clipping to help smooth out movement across them

-I can easily hide stickies in this rubble

-From what I played recently, having the exits from spawn here on the same flat ground as the exits from the other buildings into this courtyard let an attacking team easily walk in and try to camp the doorways

-a big point of contention for this map is the upper cave area by the point around here, so lets talk about it for a moment. Perhaps putting a vertical jump pad from this low ground to the high ground could help deal with anyone set up there

-I rarely see the lower area in this cave be used. Maybe move the health and ammo there. That way players will not only use that space but engies will have to take a round a bout path to drop down, get metal, then get back up and build/repair by the opening to the point

-the palm tree here only slightly blocks sight from the bridge area to the upper cave area. It can be easy to just not see someone like a sniper there. Perhaps either fully block sight across this area or open it up more

-This right here I feel is one of the biggest things that makes that upper cave route such a pain sometimes. All of these blind corners. Trying to attack nest there on the opponents side of the map while on your own gives a good amount of cover due and going around the bottom path to up here leads to this blind corner. On top of that, spies have to go decently deep into enemy territory in order to just get up there in the first place making it a pain at times to deal with.

-always felt like this area should be beneath the point so you can look down on it from gameplay space. Maybe even could have it break and drop players down to the fountain when a round is over
-This water is probably just for detail purposes but I feel like just having this lil splotch of it here is kind of pointless. Maybe make it deep enough to extinguish players so it has more of a purpose
Whelp that's all for now. Always liked this map. Not too big, not too small, and most classes can have a good time without too much wasted space.