Downloaded it and ran around for a bit. Here are some things I noticed in no particular order.
Your cubemaps do not appear to have been built.
Here's how I build mine.
http://puu.sh/iCu6M/bbaa8c4a18.jpg
You forgot to pack your map.
I like VIDE.
http://puu.sh/iCub1/361b44e3c9.jpg
As you pointed out, your spawns are rather messy. A lot of the trim looks weirdly out of place and the lighting is pretty intense, which helps to create some blocky shadows. I'd just either kill the lights and open the ceiling a bit more, or at least tone them down. They're very bright. Also there's a displacement poking in through the wall in the corner there, looks a little odd. It's only like this in Blu spawn.
http://puu.sh/iCvns/15351549a7.jpg
There's also no differentiation between the Red and Blu sides of the map. No texture swaps, model swaps, anything. The only way you can know which side you're on is seeing if things are flipped or not from where you spawned. If you don't switch textures/models etc., at least add a little signage.
You have a really weird seam running down the center of the point area causing some hard shadow transitions. I don't what could cause this other than your lightmaps being misaligned, so take a look at that area.
http://puu.sh/iCuwo/38656de3f4.jpg
The window frames above the point on both sides are all very dark. Since they are models, their lighting origin must be inside the brushwork somehow so you could put a few info_lighting's in the window space to get them to light properly.
http://puu.sh/iCuzA/9870667407.jpg
As I'm sure you know, you have lots of misaligned textures. Just rotate these 90 degrees to fix them. There are more than what I've posted here, you'll have to do a run-through to clean these up.
http://puu.sh/iCuLj/e7438cdedf.jpg
http://puu.sh/iCuoX/cef3e80bba.jpg
http://puu.sh/iCupQ/a8f6437630.jpg
http://puu.sh/iCvC1/9012e0c4bb.jpg
http://puu.sh/iCw7G/66a507c4b9.jpg
This room is a box with no exits. How did they get all that wood in there?
http://puu.sh/iCv9S/b79e2a8f89.jpg
The top steps of stairs typically lie flush with the floor, looks a little awkward and forces you to lower the lightmap scale if you want to have the face sticking up be properly lit instead of a black strip.
http://puu.sh/iCv6b/992ef14529.jpg
Are you compiling with -staticproplighting, -staticproppolys, and -textureshadows? Your foliage props look especially fullbright and cast block shadows.
http://puu.sh/iCvFT/7f0fa4c43f.jpg
http://puu.sh/iCwia/b83e25fc0f.jpg
I know these are props and the wood texture used on them looks a little out of place. I'd recommend just making it out of brushes and texturing it with the stuff you used on the floor above it. There's also a bush prop poking through the wall there.
http://puu.sh/iCvNs/7fe218fe2f.jpg
You have lots of little brushes like this where some of their faces are hidden behind other brushwork, which will end up being lit very darkly or even completely black because the lightmap scale is too low. If you're going to stick with little details like this, you'll need to lower the lightmap scale to at least 8, probably 4.
http://puu.sh/iCvW9/27a35b437d.jpg
Some z-fighting and odd lighting going on here. Just delete one of the z-fighting brushes.
http://puu.sh/iCw4E/a5aba57eb9.jpg
The space under the waterfall is easily visible from a rocket jump. Just add a water brush here or something.
http://puu.sh/iCwgO/be73d7e999.jpg
Walking up to the point from the lower route makes me feel very vulnerable. I can't see who's on the point until I'm actually standing on it if I come from the lower route up these stairs and the defenders can't see me until I'm in their face. You might want to try evening out height differences in the point area as how it stands right now defenders only have a short time to react to attackers from any position.
http://puu.sh/iCwp3/15c250d4b9.jpg
Displacement seam. You can just select them both in Hammer and even out the texture transition to help alleviate this.
http://puu.sh/iCwH3/d6a6835c78.jpg
That's all for now, submit it to a gameday so we can play it!