EDIT: ONE THING I ABSOLUTELY NEEDED TO MAKE SURE YOU KNOW: I have no idea if anybody found out, but you reeeeeeeally need to make sure that the blu team CANNOT open the red's spawn doors. Filter those trigger_multiples!
So I'm sure you realise that there are misaligned brushes, but I'll post the ones I saw just to make sure you know!
Gap between the door model and the wall.
Why do you have this model here?! It's very out of place, and if you are going to make it fit in later with detailing, you really may aswell save it until then since it's not serving any purpose right now other than to look silly.
The corner of the red building, there's a hole in the ground where it doesn't fit together.
Zoomed in on the corner.
Right now I'm able to get up here - you may want to clip that off fully.
Okay now for some layout suggestions. Take them or leave them, they're just what I would do with the map - at the moment your map feels really hard to defend, and it feels a bit flat.
This last point, you may not entirely recognize (pro shooping, I know), but hopefully you can compare it to what you have at the moment and get some feel for it. The very far left 'exit' you have right now (pictured here) which goes really close to the point, that's something I forgot to cross out. The shortcut to the right, top, I removed, and you'll see later what I would change with it. Meanwhile the black arrows show red's routes, and oragne arrows as blu's routes. The green 'doors' are the new entrances and exits I would make for the one way tunnel. It may not be entirely clear but I moved the exit a bit close to the point than the previous entrance (which is is replacing). The pink stuff on the right, just a raised platform area for red to have some battlements to defend from maybe, and the red area (with / / / / / all over is non-accessible - the outlined one next to it is one you may pass through) new buildings. I rearranged the grey shield things whatever they are to make sure there were no completely overpowered sniper lines, but also to restrict access a bit more to the point. Also, there's a little platform between the truck and the crate so that red can try and defend blu's exit once they have climbed up the truck.
Here is the new entrance I would make! The orange arrows here show the only possible routes you could take in the modified buildings. On the left would be actually pretty much what you currently have on the right - and L shaped alt path. I would have the building on the right as a means of access for red to the point and have the ramp the other way around (for blu to use instead, replacing the ramp on the other side). The building on the very far right at the moment I don't feel got used much, and I would use it as a means of getting some height advantage for the point. Raise it a bit and make it so the entrances are stairs going up to the top level.
I tried to illustrate it a bit better here, for some idea. You may also see I got rid of the ramp on the right! ... with more cover (and more crates for the luls). I got rid of the truck because you have so very many D: <
Oh and I don't know about that right spawn exit - since the ramp on the right is no longer there, may not be such a used exit, but hey I have no idea how much people would use it.
The rest from here out are just the misaligned brushed, for your peace of mind.
also, yay thumbnails this time