So far I like the map. The layout is decent. But I am not the best person to judge a layout but I do have one issue.
The 4th cp. It is difficult to take. But when my team was defending it, we lost it so dam quickly. I think this is partly due to the sentries on the ledge. When we were defending we did not have any sentries. When my team was attacking, red built two or three sentries on that ledge. I think the sentry ledge should be sized down to only support one sentry at most. Furthermore the resupply locker near the exit of red spawn should be removed. There is already a locker in the actual room that contains the teamspawns. Having that forward resupply locker gives red too much resources. I also think this point is tough for blue since they come out relatively at the same place. All of blue's entrances to the CP arena are from the building on the same side of the entire room. So basically red just sits on top of the ledge or CP point and spam fires. I think one of blues entrances should be moved over to give blue an entrance on another face/side of the room. In the screen shot I put text of where I think blue should have the third entrance. It seems relatively easy to have a hallway go from the big waterfull to there. That way blue can enter the arena without spam fire from the ledge sentries. This will also spread out red's defence a tad more.
Nodraws, nodraws, nodraws...your map desperately needs a nodraw makeover. Look at the screen shot, all those greay developer textures the player will never see, they all should be nodraw. It appears to me you are making new brushes with a texture selected already. Always make new brushes with the nodraw texture only, then texture them properly with the texture application tool. This will ensure texturing only the faces seen by the player. (if you are doing this already I apologize)
Yeah everyone was complaining about the waterfall sound. If the ambient generic is not working get rid of it. I had similar issues in Silo C. I had a projector sound coming from an ambient generic near the Data Link Center. Turns out most of round 1 and 2 could hear the projector sound, mostly softly in the background. It hit me one day, why am I using an ambient generic. So I put it into the soundscape. I had to span it across two soundscapes, so running between the two soundscapes you hear the sound start over again, but eh I doubt anyone really notices. So yes just use a soundscape. I made all custom soundscapes in Silo C so if you have any questions on making a custom soundscape, dont hesitate to ask.
Oh you need to watch the SourceTV recording...but when I was blue going after the 4th CP, I exited the blue respawn with a medic. I started doing rocket jumps for the medic's uber charge. On my second rocket jump I somehow got stuck on the ceiling of the courtyard outside of blue's respawn. This was about maybe 10-15 mins into the entire playtest. I am not sure how I got stuck up there. I was able to run around and such. Eventually I fell down. *shrugs* I was not able to repeat it hehe.
I noticed some layout changes like running to the second point it is no longer a straight path but winds around the buildings a bit, good change.
Good work so far!