The gameplay of the map is altogether not bad. I never got to the third point, so it may be a tad too easy to defend, possibly since at several points all the routes merge into one, not exactly a chokepoint but too cramped for comfort. Try enticing players to take the alternate routes more- Before A and After B are both like this, with alternate routes i only ever found by accident.
Spawncamping blu would be a piece of cake, and the cell door not opening until the time is up is dumb. It prevents blu getting a look at what's outside, or preparing an attack much, and rather than swarming into combat the second the doors open, there's a few seconds of mindless long-range shooting as blu gets out of the cell.
B's layout is unclear, really. Too many entrances and exits, too many arrows, to hard to judge where a given route goes from looking at it. Also, the fact the whole map takes place in one building makes for a lack of team areas, so you can't judge where to go from colours.
Those arrows are unhelpful because they are everywhere. An arrow pointing to every doorway is as unhelpful as an arrow pointing to none.
This map's detailing is in many places fairly basic, so i've tried not to mention that. I do feel that there are other things i should harp on about, namely a large amount of what i like to feel important by calling texture dissonance, and the overall theme breaking down.
Eeew. ugly. use a badwater-style sign.
This prop's fade distance is too short, i'm pretty much on the boundary here.
Texture dissonance. concrete industrial and brick industrial in one room. This is all over the place, and i dont like it, its distracting and ugly and makes no sense.
It's a cool prop, but this room is too industrial to justify it being there.
Freaky staircase. just have it slope down from the doorway normally. Also, how deep is that? It looks too deep.
This texture is, as far as i can remember, only ever used away from players. Up close you can see it isnt nearly as 3D as it looks. If you must use it, align it properly. Also, get a modeller to do you some cell doors, the canteen, tables that arent medieval etc.
Why are these in an asylum? Why are they massive?
Did they brick up this door rather than closing it. Also, that silver texture has the same problems as the red one above- it looks odd. try using something like the metal i-beams. This looks combine. And kinda climbable, which is a bad thing in prison walls. Though i wouldnt know. I haven't designed any prisons.
Nobody uses that overlay, i think it's an old one left in the game files. Also, its overly stretched. Also, dont have it clipping with the door.
More texture dissonance, and brick ceiling? Ew.