
Is Red's spawn incomplete? There's no resupply cabinet, no respawnroom trigger (I can't change class without dying), no respawnroom visualizer (so Blu can come in and easily spawncamp), or even just a door. You have some of these things in Blu's spawn, why aren't they in Red's spawn as well? Follow
these instructions to create a fully working respawn room with everything you need.
Red's last point is VERY open. Make it smaller, add some cover, and also height variation.
First time I entered this barn, I thought "what's the purpose of this?" I didn't realize at the time that there was a secret hole in the corner. Move the hole or brighten up that corner to make it more obvious that there's a hole there. Your map should direct players to the objective, not make them wander around aimlessly searching for secret hidden holes that lead to secret hidden rooms that have their own secret hidden holes to a secret hidden maze of hallways.
Players don't like jumping up stairs, as jumping against each step slows you down and is annoying. Either make this a non-main route, or use ramps so players don't have to jump constantly.
LONG. DARK. HALLWAYS.
Brighten this hallway and make it MUCH shorter. Try to spice up the gameplay in it. Just because it's not an objective doesn't mean it can't be fun to fight in.
The water is fine, but making it a death trap is annoying, as that means the tiny bridge is the only way across it, and it makes pyros and other classes with knockback strong. If you removed the trigger_push, the river could be an alternate route for players to take around the point.
Also, this area is generally small. You should probably make it bigger.
First time I fell down here, I didn't die. I found the problem:
Your trigger doesn't cover the entire area that a player can fall, and doesn't touch the floor. Fix this so that players don't get stuck down here.
Did I pass by mid and accidentally get to Blu's base? Why is this area blue if it's on Red's side of the map?
Where do I go from here? I can't tell which route goes where I need it to. Signs would be helpful, but again, your map should naturally be directing players where to go using visual cues. Signs should only be there to tell the player that they're going in the right direction.
TF2 doesn't usually have ladders. It's fine if you want to have it, but it breaks from TF2's general methods of navigating a map.
So lemme get this straight... To find this route coming from Red's last point, you have to enter a barn and find a hidden staircase hiding in a dark corner that very few people will notice...

...Then you descend into a secret room, and you have to find
another hole in another dark corner that's obscured by multiple props?

Notice how Valve never, ever, in any of their maps,
ever tries to hide an important route from players.
Ever. Don't try and hide important routes from players.
Having to jump over this ladder to get into the hole is annoying.
Mid is pretty boring. It's tough to get up onto the high ground (the areas with the turbines) and each team only has one route to approach the point. When making TF2 maps, try to follow this general rule: Have around 3 routes between all areas. In other words, as a player, I should have about 3 separate options to get from mid to second and from second to last. As an example, let's look at cp_process:
Notice how there are 3 distinct routes between mid and second. This gives an attacker plenty of options for pushing through to the next point and allows for diverse gameplay. Notice how each route is distinct. They're not just copy-pasted hallways, each route has it's own distinct geometry and offers various advantages and disadvantages for players moving through that route.
Wait, this wasn't on Red's side...
Is this map asymmetrical? Why would you make an asymmetrical 5CP map? 5CP is a gamemode designed for symmetrical maps. If you have differences between each side, then it can cause an imbalance between the teams.
Also, why does the light flicker here? That just makes it hard to see, which is bad because this is an area of importance- it's the one and only route to get from mid to Blu's control points.
(I turned on fullbright so I could get a clean shot without worrying about the flickering light)
Why is this clipped? I feel like I should be able to walk onto that platform, but I can't. Why?
Yup, definitely asymmetrical. Please make your map symmetrical.
Broken cubemaps? Please
place and
build cubemaps to replace that ugly purple with a nice, shiny reflection of your map.
The upper balcony area is inaccessible by Red without blast jumping. Considering that the upper balcony is a strong area to defend the point from, it should also be accessible by Red so they can break a Blu hold.