Alright, I've become so pissed off with being stuck in random places in this gorgeous map, I've actually bothered to post pictures and stuff that YOU need to improve. I'll post more, but this is to get started.
Clipping:
In the same area as above (it's one of the little cliff/steps in the screenshot above):
This is one clipping problem accessible by Rocket Jumping, but all along that plateau you can stand on the edges (it's the plateau near that little Blu building that the cart goes through at the first point):
This is the plateau itself:
Visual:
This little area is SOOOO bland! The red areas are the bland walls that need detail (little prop rooms, windows that look into spytechish stuff, anything really) and the blue area needs some lighting.
You can see this by standing on top of boxes and jumping.
Detail here would be amazing. Maybe some windows, or you can make it accessible as a sniper deck for both red and blu!
Weird shadows on these barrels, bro.
Blank wall, no detail. ADD SOME.
Optimization:
Very short fade distances here.
I get very bad FPS looking here because there is the large vista that looks over all those buildings. Is there any way to improve optimization here?
I don't get the point of rendering everything past this natural wall here, it only makes FPS worse. I don't know what the specific term for it is, but I've heard Mangy say something along the lines of wall of skybox, so that's my suggestion. Point is, if you rocket jump, you shouldn't be able to see the last point, and if you rocket jump from that last point, you shouldn't be able to see the third point. See where I'm going with this?
Gameplay:
The door circled here is the one leading to the final point, and shouldn't open until the second point has been taken (do what Valve did in Badwater, and have the no-entry sign and not allow it to be opened until the second point is taken).
Oh, and the image captions are on top of the image it is describing, so you aren't confused. And I'll probably update this with more bugs I find.