looks very basic, underdetailed and designed without taking TF2 gameplay specifics into account. exactly what a first map that goes straight to beta should be
what I think you should do is:
1. change the extension to a1. this isnt a finished map, this is a started map

2. use displacements for ground. flat grounds are a sign of the previous millennium.
3. brighten up the area in the dark screenshot. tf2 players hate darkness.
4. i cant really tell from the screenshots, but it looks like the shape of the playable area is a box and that screams "look at me im a sign of a beginner mapper". if it is so, make it bit more complex.
5. add some detail to all your flat walls. trims, pillars, tf2esque little shacks by the walls.
6. not use fort wall model for the border of playable area. it has a ton of polygons and people with weak computers might not enjoy rendering a lot of those.
7. have some height variation not only at the point, but in the other areas too to make it more interesting
8. look into making custom blend textures so your split worlds flow into each other instead of abruptly changing.
9. since there is fog visible in the play area, the map is probably big and wide. tf2 maps should not be big and wide. especially medieval mode tf2 maps.
10. dont worry about cluttering the map. the way it is now, you're quite safe from having a clutter.
11. make a cuter point. the supports and roof are just basic shapes and supports seem to be a bit big for that roof thing.
12. post an overhead shot.