
2501.925049 3621.335205 534.464050
You can stand on these doors without clipping to ambush or hide.

2871.253906 3820.300293 466.049103
This window is clipped while BLU side is not. I would recommend extruding the window frame as a clip brush too so you can walk across it smoothly (same for the locker windows here both sides: 1902.765747 2137.534912 393.031311)

2439.001709 -2887.618164 257.031311
This room is missing stair and doorframe clipping (both sides)

-758.999817 889.031250 641.031311
RED and BLU sniper nests are still missing clipping on the other side of the doorframe.

-528.418579 1329.481934 68.031319
At the RED front entrance, these light and sign props are solid and make silly ambush spots. This includes the ones on the other side not pictured. BLU's side is not solid.

561.814148 1132.968750 641.031311
Scouts double jumping hugging this wall would get caught retreating on these solid lights and just get in the way (both sides).

685.932434 1722.099976 720.245850
You can stand on air in the rafter room (both sides)

667.401184 2147.528076 449.031311
Doorframe missing clipping on the side (both sides)

-620.511414 -2530.828613 330.458740
Both stair railings in the yard are not clipped to match the model (both sides)

-1194.761108 1461.598877 18.892864
BLU side seam at the underground. This seam is patched on RED side.

-1384.202515 684.780762 -99.410736
Tiny seam behind boards left of crosshair (that tiny white sliver, both sides). This whole underground also still has no wall clipping, so you can't hug the wall without beams and junk stopping your movement (both sides).

-1443.364746 886.274597 -118.274490
Tiny seam between the wall and ground above the crosshair (both sides)

-319.590363 40.559643 -86.064590
The water texture at middle appears unaligned.

-79.985519 454.664490 62.087868
This small lip when jumped at will stop your movement and potentially ruin a gunfight. You could add a clip brush here or just make the bridge perpendicular.

751.508972 2191.200439 275.049164
The yard perimeter has lots of beams you'll get caught on. From a player perspective, this is all junk that gets in the way if it's not smoothed with a clip or not solid. (both sides)

555.350830 3587.157227 304.210693
Nitpick: this wall looks too pointy in yard (both sides)

571.463196 -3605.318359 452.031311
This stripe stops abruptly on BLU side only

-637.174377 -2401.771973 -80.676773
Nitpick: Scouts can still double jump out from this pit, but the death trigger so high up means you can't recover from a fall. I would lower this death trigger to at least half its height to allow recovery moves. (both sides)

1782.232056 4643.387207 273.031311;
Both cap zones still have no stair clipping, and RED side only keeps these perch points (exit sign and camera right of the BLU Soldier.

1681.408203 4235.373535 273.031311
Pillar could use clipping at the sides and the sign is just another potential solid prop to get stuck on

I would suggest swapping places with the locker and chalkboard prop in the primary spawn so players see it when they spawn, not behind them.

-1724.553345 -2330.824951 280.147308
Nitpick: You could add a drip sound to this leaky shower to add some audio depth. (both sides)
ambient\drips1.wav Drips 1, 2 and 3 are good candidates in the stock sound library.

-2594.908936 -4690.574219 292.120697
Nitpick: This clip prevents you from jumping onto this bumper easily. It'd make a great Spy hiding spot as even tiny props and corners to hide at help Spy a lot. I would remove the brush and clip it similar to the prop's bounding box so you don't get stuck on the door, but can still jump on the prop. I could say the same thing for the wooden pallet in the same area (but without clipping)

-675.252258 3542.433594 509.283325
Every respawn room trigger in the map extends outside of the door, which lets you change class standing next to it despite your team affiliation. Just make sure it's behind the respawn room visualizer.

-190.597305 3519.436768 887.563721
This prop group seems to be casting shadows onto itself, which makes it look unnaturally dark. This bugs me as well whenever it happens, you can try disabling vertex lighting on the props, disabling shadows, setting an info_lighting origin, or double check your compile settings to include -staticproppolys -textureshadows and -staticproplighting. I refer to this article whenever it happens to me:
https://nodraw.net/2010/12/lighting-compile-options/

-2219.771240 -4952.968750 260.031311
Nodraw visible at the cap zone, left of crosshair (both sides)

-2363.000488 2208.726563 403.031311
Perch point at security doorframe, and has no clipping around the frame (both sides)

Nitpick: Briefing looks nice, though I would remove the "SCORING:" section to keep it minimal. I'd also match the capitalization as seen from official examples here:
https://developer.valvesoftware.com/wiki/TF2/Modifying_the_Mission_Briefing

1072.471069 -2276.915283 460.031311
BLU side only, this beam is nonsolid while it is solid on RED.

-2539.948486 -3639.942139 260.031311
Nitpick: Would appreciate another Data Storage sign pointing left on this wall (also said wall has a misaligned texture right of the metal door)

-2119.839600 -4415.777832 247.862991
Cap zone doorframe without clipping gets you caught moving through.

-741.070251 -1890.464478 644.031311
This doorframe just misses the frame, thus you can get caught on the brush. Same for RED, same for the left and right doors of this rafter area.

-48.172379 1855.031250 494.079926
No clipping on this doorframe on BLU side only while RED has it.

-794.575073 2265.065674 607.031311
You can stand on this security vent, it seems to be from the clip vertice being on the wall. I usually nudge the vertice inside the wall to prevent edgebugging, then nudge it up vertically to keep it steep.

1164.270264 2874.416992 354.602356
Doesn't hurt to add clipping around the doorframe, everyone appreciates not bumping into walls