Crap I had a super long post written out and then tf2maps.net eated it. Anger.
So basically I wrote:
Point A is okay, but the one way door should be out of the LoS of that long track way.
http://img254.imageshack.us/i/plhazelos.jpg/
The upper area behind point A should be expanded, as right now it's not really great for battles. I would expand it, add a small balcony there, and maybe add some crates for spies to be able to sneakily get up to those areas.
http://img22.imageshack.us/i/plhazealtrouteatob.jpg/
http://img22.imageshack.us/i/plhazealtrouteatob02.jpg/
Then around that corner to B you have a fence thingie which is too close to the track. A huge pet peeve of mind is when things are placed too close to the cart that prevent movement around the cart - I think there should always be enough space for people to move around the cart. The fence should be pushed back a bit.
http://img254.imageshack.us/i/plhazecartneedsroom02.jpg/
The tree that's right there should be removed. It ruins the flow of the area by hindering what people can see. It is highly annoying, and is by far the worst area in the map. Removing that tree completely is recommended.
http://img254.imageshack.us/i/plhazezwifflehatetree02.jpg/
http://img254.imageshack.us/i/plhazezwifflehatetree.jpg/
The roofs are a good addition, but I think you might want to raise the roofs of the surrounding buildings or otherwise mark them so players know they shouldn't go up there. I'm sure you plan on doing this, but it is somewhat confusing and the area would read better overall for players.
http://img186.imageshack.us/i/plhazeroofsb.jpg/
Point B should be expanded further into the swamp and the roof and supporting wall should be removed. It feels much too small imo, and pushing it out a little further is a good way to provide a more satisfying combat area.
http://img151.imageshack.us/i/plhazepointb.jpg/
http://img225.imageshack.us/i/plhazeroofsb02.jpg/
After B, there is this area I call the Grinder because there's no alternate way for Blue to proceed, and Red has a pretty big advantage. The area probably isn't as bad as I might think it is, but there are some issues with this area in general:
- The back area by the oil tanks is unnecessary and doesn't add anything. It takes the battle too far from the tracks, Red doesn't need another way to get behind Blue and Blue shouldn't go past the Red spawn. This area should be removed or moved to the other side.
- Blue has no alternate way to get behind the Grinder area. My suggestion is to make a small back path from the forward spawn to behind the Grinder, somewhere near the fence. You might also want to open it up with an additional path to behind the final track turn, but I'll talk more about that when I talk about the final point.
http://img32.imageshack.us/i/plhazethegrinder.jpg/
http://img254.imageshack.us/i/plhazeunnecessary01.jpg/
http://img12.imageshack.us/i/plhazealtroutebtoc01cop.jpg/
The final point needs to be expanded a LOT. It's much too cramped and will get very spammy very quickly. Defensive snipers are also almost untouchable here, since they have a huge LoS, and no one can really get to them.
http://img232.imageshack.us/i/plhazefinalneedsfix.jpg/
Something like that might do it pretty well. If you combine that with the alternate route from B to C then you have a way for Blue to move through the buildings to get past the sniper LoS into this flanking area. Opening it up will add a lot to it, and won't feel like such a brute force "Spam stuff until we win" kind of area which can ruin a lot of maps.
Also, this is another area along the track which squeezes too much room around the cart:
http://img199.imageshack.us/i/plhazecartneedsroom.jpg/
This is just an odd clipping error I found, really has nothing to do with anything.
http://img199.imageshack.us/i/plhazefenceneedsclip.jpg/
I think if you make those changes the map will flow a lot better than it does now.