No, this was discussed earlier in the thread.
Some feedback:
Overlay is stretched.. a lot. Looks odd to me but as a mapper i can tell, you get away with it somewhat due to the painty style of the material for tf2. I don't know whether this was something players ever querried. But mostly it's that the overlay does not overlap the floor brush next to it. Just cuts off suddenly.
Also your pipes are non-solid. This looks odd, especially when i can walk through them as they poke out from teh wall quite far. Valve clips them and keeps them solid in their spawns and i would recommend the same.
These items seemed quite high to me. I usually keep mine the height they get placed into the world when clicking items into the world through the camera view. Generally you don't want a player with full health or ammo able to sit ontop of the item and see into it, as it break immersion.
I noticed you understood what i meant with the ladder suggestion. Are you happy with it like this? I think it looks nice and does what you were after by making players think twice about trying to climb up it.
As for the boxes i don't think they are necassery, and having them visible as you exit spawn might make players who have not played the original think that this is the way "forwards" regardless of signage. I have found players will just run into open space.
Self explainitory.
Nodraw on back of wall visible. I would recommend joining the building on left with that on the right. Either that or texture the wall normally and just increase the lightmap scale if you're worried about optimisation.
This prop had a low fade distance, it is important here because this is the capture point and a lot of players will see action here, so large props that fade like this stick out like a sore thumb to everyone (or in this case, mostly the defenders).
Random gap.
Window has low fade distance. It's a low poly model as it is but also players will be making sure snipers are not watching them so it would be wise to increase it's visibility. As a lot of attention will be paid here.
Also most average speed classes (i didn't check solly or heavy) are able to follow the arrow's onto this balcony, i don't know if this is intentional or it's effects ingame to gameplay but i thought i would point it out if you wern't aware.
Crates in tunnel with low fade distances.
I didn't like the interior design of the final point, but i could tell you hadn't fully developed it yet. As the final point you should think to make it as "epic" as possible. Something i failed so far with my own version, as well. The ramp hides/obstructs the final point which is generally bad for a number of reasons. I would recommend this alternative if you intend for defenders to have some higher ground to defend from, and still shoot down onto the point. As the higher ground is only good for spamming at the entrance. Generally you'll also want this structure to be spy-techy.