Let me start off that the map is decent. I liked playing. I would play it again. I played cp_heaven_a4a but I ran through a5 just now. I love the new look of point C! But I liked the green lights =(. You have a nice mix of a TF2 environment and a little bit of your own making. I love the environment you are building here, keep it up!
The layout itself seems a bit vast and a little windy. I was able to find my way but I am better then most at reading signs for navigation. I have noticed most players just run and not really read where they are going. I have a feeling in public servers people will get confused. One way to solve this is to add gates once the point is capped. NOTE: I did not play a5 if you did add gates. The gates allow those inside the point area to exit but no one can go back in. If you noticing people getting lost or going to points already capped, I would put in the gates.
Outside of Blue's first spawn, please move the light pole away that is near one of the doors. I got snagged on it when I was fighting red. It is kind of out of place right there, it should be placed in the corner where the building wall and brick wall meet; and also be non-solid.
In spectator I noticed a few areas that really need nodraws, like the detail structure on the roof past point A, no need to have textures within it.
I like the blue grates with the blue light behind them within the base. But the inside should be nodraw, the player does not see the other side.
Some other things I saw that need nodraws: Underneath the stairs at Point A, the bottom of the new red beams over point C. If you have the time I would run around and look for faces that should be nodraw.
That door going out of red spawn at point D was having portal issues still.
I see you got an open areaportal in the straight hallway connecting point B and C near the river/bridges. But you got gates/doors there, make these open/close areaportals. It will help with performance.
I found a bunch of mapping issues. I have screen shots
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Screenshot 0000: You got a few prop issues. Looks like you selected the wrong prop type. There is some other error near the bottom, bad displacement? Also looks like im missing some cappoint logos?
Screenshot0006: OHMY big portal issues. This is point D and I see the entire area around Point B, not good. This is going to kill slower systems later on when you add more detail. You need to use open/close area portals at point D. Looking around I noticed this is slightly trickier since red has that big window. But I think this portal plan will work, look at the screenshots 0008, 0009, 0010. This will close off point D from the outside yet allow red spawn to still look out through that crazy huge window in their spawn. So basically red spawn and the outside area with the bridges and river is one portal, while the insides of point D is another.
Point D is an interesting point. not sure what it is yet, a stadium or something. I am interested to see how it comes out.
Good work so far. But the map needs some work on portals and optimization. The details are great!!!! I cant wait to see a6.
Hope this helps!