First thing: your screenshots. You should probably make them higher res or at least enable Anti-Aliasing.
Secondly: I'll build the cubemaps for you if you want.
Third: The river. It essentially breaks Pyros. It's especially bad near the second CP, where it was way too easy to be lit on fire and just jump in and then come back out.
Now: I ran through this with one friend because large-scale testing wasn't possible at that time of the night. We found a couple of things that... just looked wrong or shouldn't be there.
Big, all around complaint: The map is way, way too dark. It's hard to see outside without the assistance of turning my monitor brightness up. By contrast, the lights in the indoors areas (all of them don't have sources, by the way), are way too bright and make the areas usually look all white
Why are these displacements here? Every other area that has walls like these have perfectly flat floors, so are the displacements simply clipping into here?
Water is clipping into here and the ground displacements shouldn't be there.
I can only assume brushes are clipping together at the 2nd CP and this causes noticable flickering.
(Friend captioned the image being the victim of it.) My friend and I fell into the water from here a couple of times. Here's the thing: he couldn't get out. I was able to get out by double jumping, but every time he fell through, he had to be killed to get out.
This door. It only opens from this side. Outside, it doesn't open. What's the point? It's not like it's team specific, because both of us could only open it from the inside. I don't see any balance issues with the door only opening one way.
On the up side: I liked the layout of the map overall. It seems like this map that, once finished, could make for a really good small-scale CP map. The river also is a really good focus point of the map, even if it does make the map a bit unbalanced. Overall, I'd love to see where this map goes. Just... fix some of the issues here.