While playing around by myself, I noticed a few things, first and foremost is that it is an awesome map. Second, the health and ammo are dual-function: they give both ammo and health at the same time, which could work out with a custom model or something, but right now there are 2 medium health and 2 medium ammos on either side of the cap point. The second thing I noticed is not necessarily a problem, but an interesting quirk of the door frames that you used; you can stand on them by rocket or sticky jumping. This stood out to me because of the lip over the doorframe suggests trying to keep people from doing that.
I also noticed the lack of any chokepoints on the way to the point; there are 4 routes for the team to take to the point, meaning that one team couldn't really push the other team unless they were really coordinated, which, if they were, would be super effective because most of the cover beyond the courtyard is pillars and corners, which are good for surprises, but not for outsmarting bullet.
suggestions for detailing:
This was something that threw me for a loop:
the shadow is very irksome because nowhere else in the map is there a shadow that points straight down. The very last thing is the brush that keeps people out of the spawn is visible even when the door is down. Also, the motor thing is floating in midair.
I really like what you did with the different computer wall textures at the point, it is really creative.
Another thing I found that should probably be fixed come-detailing is the brush edges do not carry over reflections, so the reflection of the blue sky is chopped in half by the brush ending.
Among other things, the cliffs look a little bit tall, and very dark, the lighting is very even throughout the map, making it look bland, the roof of the little house is mirrored, which is an interesting effect, but I didn't really see a practical application for it in the real world, so the 'effect is lost.' Also, as I mentioned before, the texture used for the walls is repeated along the height of the wall even though the texture is normally for being flush with the floor. Blah blah blah I should keep these comments to myself until beta