cp_fail
bigger,
download vmf
I don't claim to be a mapper, nor do I know the full extents of what you can do with hammer. I was playing around with layouts and finally shelved this when I realized my vis leafs weren't going to work out.
What I tried to accomplish here was a granary style layout, with a last point being stationed on a lower ledge jutting out from the map, that hugged the edge of the map, with the other side being a sheer cliff, rather than against a wall. Mid moves into two distinct yards before meeting at the 2nd point, and there's a good amount of separation between 1st and 2nd point.
Where this falls apart is the huge sight lines. Usually sniper flaws in maps can be corrected with the odd barrel, or pile of crates. You can see I've attempted that here, also to break up the monotony of the yards a bit. The sight lines create problems for rendering and framerate. Ideally each section should be cordoned off from the next using a Z connector or transitional building so the engine doesn't render more than it needs to. This is probably the biggest flaw - open layout.
The next problem is the spawn placement. Spawn 1 (S1) is decently close to the last point. There's also only one viable location for a door at S1. Spawn 2 (S2) is poorly placed, the idea was that S2 would have unbreakable windows overlooking the 2nd point, with a possible roof exit. The primary exit would be to the left of the long, skinny orange building.
The last problem I'll identify here is the wooden structure on the left. It's a rather large, flat structure, partially modeled after the cap point/building in Dustbowl 2.1. While I'm happy with the structure, it doesn't really fit the map, and with exceedingly rare exceptions, buildings are typically built into the "Walls" of the map, creating player boundaries - large, freestanding buildings don't jive well with gameflow.
VMF is avalible for download at the top of this post. Feel free to use it for your own studies, or use it's ideas/elements in your own maps.