I've downloaded the map again, and I can't see any difference?
You may want to get into the habit of appending version numbers to your maps (e.g. "koth_blobland_a1"), so that if you ever decide to
get feedback a map with real players, they don't accidentally get a version clash (and get disconnected from the server). It might also help avoid accidentally uploading the wrong version of a map. You might find this
map release checklist helpful.
Your map's very pretty, but it's quite cramped.
It might benefit from a buffer-zone between the spawns and the midpoint -- a sightline from spawn to spawn is generally to be avoided (you want your players to have a chance to fight back, not get sniped immediately on spawn). Take a look at some Valve maps to see how they do it: you might find this
UEAKCrash gameplay theory tutorial helpful.
The clips onto the balcony are also a bit strange: a better way to avoid enemy players entering a base is via the func_respawnvisualizers, as playerclips where people don't expect one can be disorienting: players usually expect to be able to rocketjump to the enemy, and being thwarted by an invisible wall isn't very fun. Consider redesigning your playarea to remove them, or otherwise justify them with a simple in-game reason (for example, by adding a ceiling)