I'm not sure if it's just a result of you merging 2 textures together for the sake of showing us, but the way that hand suddenly ends with that straight line looks REALLY weird. Either slightly up the opacity on the part after the straight part, or make the line more jagged/spotty, or (preferably) both.
Great idea, though! Now players know which doors will unlock later in the round versus which ones will be locked until the next round/never.
E: Also, those spots on the right side of the timer look more like really weird JPEG artifacts. Just sayin'.
EE:
So after about a day and a halfs work... I realize how hard pricise brushwork and texturing is
Also i REALLY want those vault doors but i have no idea how to fit a brush around them
*Snip*
Also it's a REALLY small map.. proportional fail. Figured i''d give the map two main levels and the KOTH point lowers down to the bottom level halfway through (if i can even manage that)
p.s I think the TV models came from someone elses map, if thats a problem i can take them out and bodge up my own ones :S
As someone else said, it looks like it would be a good Arena map. If you put the spawns a little further back, you could probably make it a good KOTH map as well.
For KOTH, here's a good way to tell how far away to put your spawns from the point:
A linear CP map (KOTH and 5CP) can be divided into tinier sections, points without a point, for lack of a better term. For example, look at "Yard" on Granary (the place between Mid and CP 2) or the area around the houses with the medium health and small ammo kits on Badlands (also between Mid and CP 2).
For KOTH, it's best to put these on either side of the point, to act as sort of a "buffer" for incoming spam:
[Yard]*Mid*[Yard]
It's good to narrow down the sightlines between mid and these yards. You don't need to eliminate them COMPLETELY (see: Viaduct), but it's good to narrow them down to keep the fighting from bleeding TOO badly into these other areas. However, be warned that if you DON'T narrow 'em down, Snipers will be a common complaint (see: Viaduct).
After that, it's good to have some sort of transition. If you look at Viaduct (the quintessential KOTH map), there are another pair of structures to break up the sightline between the spawn and that yard. If a typical yard is about the size of your Mid, these should be half the size of your yard.
{Structure}[Yard]*Mid*[Yard]{Structure}
Finally, you have your spawns. These can either go right into your structure (see: Lakeside) or have yards of their own (see: Viaduct). It's good to have 2-3 ways out of spawn, none of which can see the others. This is to deter spawn campers from setting up right outside of spawn, or at least spread them so thin as to allow your team to get out.
(Spawn){Structure}[Yard]*Mid*[Yard]{Structure}(Spawn)
In short:
A good length for your entire KOTH map is 5 times the length of your mid. If your mid is 1024x1024, a good size overall for your map is about 5120x1536 (the extra 512 units are in there for side routes around your mid, always a good thing to have so Spies and Scouts can get around Mid without getting shot. Look at Lakeside for a good example of this). Keep your sightlines constrained as closely as you can to the size of your mid, to cut down on the power of Snipers and prevent spam from other areas spilling out.
For your particular case, I think just converting your current spawn (or where I assume it is) into a yard of sorts and then adding in a structure/spawn (really, the structure is optional; Lakeside manages just fine with a bare minimum for a yard and no structure at all) and then your spawns should be far enough apart as to make for a fine KOTH map.
There are some finer points of mapmaking I didn't touch on here, but that's the basics for scale and structure. Add in some more light (tip: if you don't know what team someone's on, you have a problem), and you'll be fine.
It's certainly looking a LOT better than my first map.