Seriously you need to get some screenshots up if you want most of the pros to give you opinions, but here is mine:
I got stuck in the grass... that's right i was running around and bam! i stopped moving, had to kill to reset.
No supports on wooden beams, they just float
Square corners around water, not natural
Grass textures/field is chopp, just starts and ends, black areas
Spawn lights way too extreme even for hdr I've never seen lights that bright, ever, ok mabye the sun.
PLAYERCLIP STAIRS
Getting out of water is a royal pain in the ***, you need ramps/stairs
RED/BLU markings, this is HUGE, I walked to the middle of your map and I had no idea which way was red or blu, except for the flag indicators
You trimmed windows but not round doorways
Grass texture repeats horrendously, seems hl2ish because i think it is but I could be wrong.
No spawn indicators for opposite teams
No wooden trusswork, roofs just float
Lights in the tunnels where there are no light models.
Ok so You may be thinking, wow this FernFerret guy is a jerk/any other word, These are just what I noticed with a quick playtest, and my map is in no ways perfect but I don't even call my map alpha yet.
I think your map seems confused, seems like it's part HL2DM with the textures of the walls, yet the rocks set it in the TF2 Genre, It feels like i'm playing in some odd twisted world that I could walk out as an engineer and cross a S.L.A.M. Mine at any point and have combine running after me. Without some of the defining features/cartoony feel of TF2 it just dosent feel like a tf2 map for me, the Capture zones remind me of Gregorian Monks. Overall It seems propless, I can't remember a single static prop other than the light models and rocks.
It just seems not complete, I don't know how it plays as I have not tested this, but It seems more like an alpha build rather than a beta.
That's all.
FernFerret
PS: There are a lot of great tutorials on this site than can help with all the issues mentioned above.