Well, your map isn't very buggy from what I noticed. But it does have its fair share of design flaws.
The first and most obvious point is that the map is huge.
Huge. You specify that you have an area specifically for Snipers, but aside from the (small!) health and ammo pack (singular!) up there, it's no better than probably the rest of the entire map for sniping. And it's not just huge horizontally either. The spawn rooms are tall. The intel room is tall. The skybox is comically tall, and would probably make Market Gardeners everywhere oh-so-happy.
The "tower" in the middle of the map is weird. At first, I thought it was just to prevent Snipers from sniping outside of spawn, but explosive classes can jump on it - and there's a health and ammo pack there too. I'm not sure what the point of standing up there is, as you're very vulnerable to headshots from the enemy spawn. It's not a particularly good spot for height advantage, either, because the battlegrounds are so wide that it's very hard to aim rockets (and I can only image how it'd be as Demo).
The water is useless. You can barely see where you're going and it's way too deep. If an enemy jumps in there while you're fighting him, good luck finding him. It's a free escape ticket, and it's very easily accessible - something a TF2 map should not have.
The intel's incredibly hard to grab if the enemy team has at least two sentries: something that's hard to remedy in Capture the Flag. An Uber push is rendered null because of the knockback from either side.
Also, you can walk around the outside border of the level, making alternative pathways completely trivial.
Here is an image.
Overall, though, I'd say the general concept of a layout isn't bad. But you have problems with scaling and awareness of space. It's just very huge, and not very fun to play on at the moment. That's just all my opinion though.