Okay, after running around solo, here's some FB:
Cubemaps are weird. Missing texture reflection on pellets and capture points.
1) Next to no flanks for blue (besides sewer/water) and both main entrances are very close to each other.
Fix: make lower entrance flank in control again OR make lower entrance somwhere else (not sure where)
2) Health and ammo.
Blue team has very small HP supple for pushing w/o med, only 2 smol hp's. Maybe raise boat one to medium?
No hp on only flank. Yes, medium is overboard, but smol hp in sewer for defenders and retreating attackers is nice.
Ammos are better, yet still not good. Large ammo in sewer doesnt makes a lot of sense to me for both sides, and control room is going to be main ammo source in setup time. Idea - lower sewer ammo to medium/small, raise control one to large, and add one (small) here, behind platform in control room http://steamcommunity.com/sharedfiles/filedetails/?id=727404218
3) This zone doesnt marked as cap, but you still can cap. http://steamcommunity.com/sharedfiles/filedetails/?id=727404516
1) Forward blue and red are one exits. I'm not sure if this will cause problem with current layout, but the earlier you made 2nd exits to them, the better it will be.
You can make another drop exit for red here as vertical one (not sure where put 2nd blue) http://steamcommunity.com/sharedfiles/filedetails/?id=727408392
2) Not sure so far about 2nd at all. I'll see how it plays out, but nice height variation and open ground makes it totally different for sure.
This large ammo pack is kinda unnecessary, medium one is alright-ish. http://steamcommunity.com/sharedfiles/filedetails/?id=727409179
Maybe divide it and put medium one in garage? It's quite far and with height disadvantage from spawn/balcony on top
"Railings" are high. On most of balconys. Replace them with player-clipped props remade into func_details (all of this can be found in @Crash
's tutorials). OR just lower them to 2/3 of their height http://steamcommunity.com/sharedfiles/filedetails/?id=727410767
, luckily they were textured just right for that number so it won't look odd after change.
There can be problems with ammo/hp, on 2nd and last, but i'm very unsure about where. Let's see how it goes on next imp.