First off, make it more obvious that there's a cliff (when you fall off) or put a wall by BLU spawn. Personally, I'd remove the pickups and all the things on the roof because it's just extra stuff that might make the initial push slow. I do have some texture fighting at both doors after setup. The door that is opened feels clunky and the doorway is a bit small. I'd open it up and if you really want to keep the door, place a crate next to it or something to fill the corner. The first point is very open. The little box (with the opening doors) isn't really necessary. All of the corridors are very narrow. I dislike the courtyard in the middle because it allows BLU to get all the way to final while leaving the cart at the initial start still. The rooftops provide a huge advantage for explosive or spammy classes such as the soldier, so I'd keep this to a minimum. (Badwater has two sections with a huge advantage, but this map is mostly that.) All the points are the same, and they are all undeveloped. Personally, I would not have the third point be that close to the final pit. Using the door dev textures don't really look great one huge surfaces, such as the RED spawn doors.
Overall, I'd like to see these before I'd play the map:
- walls or cliffs that fall more than a few units
- fixed up geometry (such as the roofs and the door before first)
- more variation in landscape (The map is very flat.)
- developed points
- less rooftop space
- more straightforward flanking routes (I don't think a curve should be straight from BLU to RED, maybe make it S-shaped for better flanks.)