Since this is B1, there are a few issues to address. Mostly lighting and awkward props or textured. Overall, the layout isn't that bad. I only got lost once in the map, otherwise I was fine.
Pic #1:
Note #1: The frame of this window on the right is broken, as was the intention of it being in 2fort. I rather see something done about it. Either the window is completely broken and was boarded up, or a tiny crack was made in the window where the frame bent out. Otherwise, its fine.
Pic #2:
Note #2: The problem here is a seam issue.
If you notice here, where the concrete meets the wood. I'm sure it did it on Blu's side as well.
Pic #3:
Note #3: Fence prop goes through the building only on this side of the map. Also this ramp area feels a little dark.
Pic #4:
Note #4: This beam, I do not like the direction of the texture. Make it more vertical if you can.
Pic #5:
Note #5: This was the only area of the map that I felt lost in. There's no sign indicating that this isn't a path to the resupply.
Pic #6:
Note #6: This picture, and I left it larger on purpose, has a lot of problems that I don't like over all. There are three things going on here:
A. The room is pitch black. Which is fine for the room, this doesn't need to be lit as it could be a distraction, but the window in the door is glowing. Which indicates there is light on the other side. Get my drift?
B. On side of the door should be forward, the other reverse. Mostly the inside, the words should be backwards as not only are the letters are for the people to go inside, but the window for the room is glass, and it should be that they're only printed on direction. Something easily overlooked, I'm sure. Easy solution is to hollow out the door for the glowing glass and just force a window inside the door instead. Otherwise, use another door.
C. The sparkle - not needed. Why, might you ask? Simple, you have a lot going on in each side of the base already. Not only does each base contain a sparkle in the dark room, it has a furnace on the opposite side, and in the middle containing the broken glass. It feels like a lot of effects going on. I would limit it down to one, probably only the furnace.
The glass could be replaced by a hallway. The only reason the glass is a bit bothersome is because it never breaks. It should be a stationary non-solid if best. I feel that as a part of game play, its a distraction to have players run around and chance the moving glass shards rather than defend the Intel. Of course I only speak of public game play.
Pic #7:
Note #7: Awkward corner lighting not only on this side but in the red as well. There's no transition between the lights on this spot, so its a sharp cut off at the angle wall.
Pic #8:
Note #8: Obvious nodraw spot.
Pic #9:
Note #9: I have to agree with Walker on this one. The repetitive box stacking is annoying. Since you aren't intending to remove it, my suggestion is to recreate the gorge prop of the barrels on the pallets, by using the pallet with the stack near the wall.
Pic #10:
Note #10: Empty storage area could use something up there. Not a lot, but something, anything.
Pic #11:
Note #11: Light up the rocket room.
Pic #12:
Note #12: Reflection on the floor comes off awkwardly to the person coming in the front entrance. Happens on both sides of the map.
Pic #13:
Note #13: Lighting issue with fan in vent.
Pic #14:
Note #14: There is a clipping issue with this train. At some times while passing through it I get stick either because there isn't enough room to pass through or that there isn't any clips at all. Please remedy this for easier traveling.
Pic #15:
Note #15: This window looks like it has two different types of glass on either side of the window. Since it isn't in play area, doesn't need to be transparent, so use a non-transparent texture to fix it.
Pic #16:
Note #16: A lot of the metal covering on the top of the center as issues with the lighting. Also, in this picture, the metal going through the window, actually sticks through the frame.