Looks pretty solid, I'll provide feedback when I look through it.
EDIT:
-In the tunnel directly after point B, there is a floating rock. I'm sure you'll see it and I'm confused why you haven't spotted it yet too).
- Some things in this map make no sense whatsoever. Outside of Blu's first spawn, why is there a satellite dish on top of some rocks? No cables (which you need more of, by the way) linking it to anything, no sign of any building it could be on top of, nothing! And you have a few BLU logos inside buildings that RED has access to during setup (the cart travels through a building before the first point, and inside there is a BLU logo).
- This map seems very inspired by Badlands. I love your detailing work outside of the fenced areas during the first and second points.
- You seem to be very reliant on natural slopes. Good job on those, I like them a lot.
- Solve some clipping issues. I can recall a ton of instances where during the first and second points of the map there are a ton of little ledges that you can't simply walk over, but have to jump over even if they look like they are 6 inches high. And while you walk along some of the walls in this portion as well, the clipping blocks you from touching the wall completely.
- Your buildings in the third and final portions are extremely bland, open, and dull. In fact, most of your buildings suffer in this aspect. Look at Badwater, Badlands, and Granary; they all have great indoor sections that don't look dull, yet can support a large fight.
- While noclipping around, I noticed your skybox is excessively large. I don't know how to fix it, but it's just huge (and mostly empty too).
- On top of some of the plateaus and cliffs in your map, maybe place a few little detail shacks and buildings on top? It'll break the overall monotony and spice up your map a little.
- The playable areas in your map overall are near detail-less. Look at Badlands: there is the rock rubble all over that helps give some flavor to the otherwise bland map. Spare tires and barrels that are sunk into the ground would be very good too for detailing (just make sure you can clip right through them without hassle).
- The path the cart follows, frankly, has almost no height elevation issues, and is very linear. This is a bad thing, actually. Maybe some little twists and turns in the map, perhaps the cart can go down on a slope and then go up again. I don't know what to do necessarily, but it just feels a little too linear.
- Congrats on getting to b1!