Taking a bit of a look at this map I have a few things you should change.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00001.jpg
These two halls make me feel claustrophobic. Making them a bit wider would probably sort that out. You may also want to consider using cooler colors for the stairs.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00004.jpg
You should enlarge these windows some and make them 1-way so they are like those on thunder mountain.
http://i669.photobucket.com/albums/...com/albums/vv54/bereth14/2012-01-15_00009.jpg
Don't think this spot is very fair.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00011.jpg
Needs a fence so you know you can't go up there.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00013.jpg
Remove the pillar in the middle and slightly increase the size of the entrance. I didn't notice it playing through for the first 4 rounds.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00015.jpg
Maybe add some bullet blocking textures so this doesn't happen.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00017.jpg
Pizza Hut? The roof looks wonky.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00019.jpg
Either use VPhysics or don't. This one just doesn't look good.
Also, I think you should be able to jump over that fence. I doubt it would effect gameplay except some cool spy routes if the rocks work correctly.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00021.jpg
Completely unnecessary. Kind of detracts of the visuals of the map.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00023.jpg
The caution line should line up with the support.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00025.jpg
The fences blocks the ability to shoot at sentries. It makes it so that an uber
or a spy are the only methods to take out a sentry defending this point.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00027.jpg
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00029.jpg
A side route that goes through the area in the first picture would be great for spies and scouts. It could come out in the second picture.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00031.jpg
Questionable choice of roof textures. I don't think it makes a lot of sense, but that's just me.
http://i669.photobucket.com/albums/vv54/bereth14/2012-01-15_00033.jpg
Floating?
Additionally there should be a door that opens for the cart, and the cart doesn't properly fall in it. It jumps to the other side where it then falls backwards.
Overall the map has too many easy flanking routes for RED, while being less successful for BLU. It would be better suited to play in reverse, except for the height advantages.
Additionally the level of detailing isn't designed with low-end computers in mind (he he, it rhymes). The grass all over the map is somewhat excessive, and the polygon counts on the leaves is excessive. Also the backs of many of the unreachable buildings are rendered. Using a nodraw texture would be helpful.
Overall I really like the detailing of the map, though, and playing it was enjoyable. A lot of it feels like goldrush, but it plays excellently.
Some work still needs to be done, but it is a well-made map.