Your bsp is just named "articalfortress". This is completely useless because anyone just looking at it will have no clue whether it's koth, cp, pl, alpha, beta, rc, whatever. Also, it's misleading because anyone trying to find the thread from the bsp will search "articalfortress" which this thread isn't called (rename your .vmf before compiling or you'll mess up the .bsp).
I downloaded this map and had a run around, and although there was a lot of prop spam I think the layout could work, although in scale I think it's closer to the first stage of a multi-stage map.
- I like the detail in Blue's spawn, although the roof felt too high and the layout was confusing. Try removing some internal walls and this area.
- The first thing I see when I walk out of spawn is props. Lots of them. Also a very close control point. Regardless, I think the general layout could work in terms of blocks (link) but I would recommend removing all the props and replacing them with dev-textured blocks while you get it tested.
- This area could be a decent flank if it was more cut off, but at the moment it's just wasted space with too much health in it.
- This is only detail feedback, but seeing as you've detailed this quite heavily z-fighting.
- Please remove these trees, as you can hide in them and they do weird things to your view. If it feels empty without them, maybe put a shack there or something?
- At the moment this first cp is very close to Blue's spawn, so if you want to keep this as attack/defend, I would recommend deleting the rocks on the left and putting the point closer to that area (maybe with some height advantage? not sure)
- You can see the last control point from the second. Not good. Personally, I would suggest deleting 2nd and adding a second stage. Alternatively, you could move 2nd closer to 1st, raise 1st and pull it into spawn, and rotate the map to make it 5cp.
The main problem you have with this map is that the propspam draws people's eyes everywhere, so there's no indication on where to go so it's quite easy to get lost. Also (possibly as a consequence of this) there's no sense of flow - at no point did I feel that I was particularly drawn to one area. I would very strongly recommend stripping this down to dev textures, replacing the props with brushes, and getting your map tested - tyler's
guide on how to release your map is very helpful on this front.