Then why release it in this state? You can't really make this into a better design since that basically means changing the entire map from scratch. In its current state the map
is a flat platform with 2 spawns slapped on either end of it. Wether it technically works or not doesn't matter if the layout is a flat platform. That small dent in the middle does diddly jack for gameplay purposes.
To be completely honest with you, I've seen your maps floating by the map factory section. They all seem to have 2 things in common: lack of hight variation and sight lines from here to the moon and back. I also noticed that after a week or so you remove the download only to have it replaced by a completely new map no less than a week later. If you want to make yourself better understand how TF2 plays (gameplay, not technically) go look at other maps in alpha stage, and stick with a map design for longer than a week. Develop it, take feedback from gamedays and impromptu tests. It doesn't look like you learn from your past maps and the things pointed out to you by other site members, which are, for the most part, about flatness and lack of anything interesting. The post above me said it best:
I've said it before, and I'll say it again, go watch Crash's entire video log of the creation of cp_glassworks, from A1 to the current RC (
here's the playlist). When you're done, watch it again. Also, go play the game more. Go onto all the official (and community) maps. Play them for a couple of hours. Join the gamedays and impromptu test we have regularly so you also get to see maps in development (and the changes between map versions). Go learn what makes them fun and interesting, then incorporate that into your own design with your own input so you don't have maps looking awfully similar to each other. From your Steam profile I can see you've already managed to play TF2 for over 50 hours in the last two weeks (and I thought I played it a lot with 29 hours) and over 1700 hours in total so one would think you'd have a solid understanding of what's interesting, balanced and fun in TF2. I'll point you to Crash's videos once again, this time going over gameplay theory in TF2. Watch that
here.