It's a good start, but you'll probably want more than 2 ways to get onto the control point.
Also, to stop the purple checkers on reflective surfaces you'll need to "compile cubemaps". To do this, have sv_cheats set to 1 (sv_cheats 1) in your console. Then type "buildcubemaps" into your console. When this is finished type "mat_reloadallmaterials" into your console and this will
refresh your memory cache and update your map version with the built cubemaps. You now have reflections.
For a more comprehensive guide:
mat_specular 0 turns off all reflections, so when you build the cubemaps you don't get pink in them. mat_hdr_level changes the HDR setting, 0 is off and 2 is on full.
Propper method:
-load the map
-mat_specular 0
-buildcubemaps
-disconnect
-mat_hdr_level 0
-map <mapname>
-buildcubemaps
-disconnect
-mat_specular 1
-mat_hdr_level 2
-reload map and enjoy
Either will work for you, although this assumes you use HDR on full as default, and compiles reflections for HDR as well.
You will also need an env_cubemap placed within your map to make your reflections. This entity determines where reflections are calculated. You will need one near each reflective surface, and preferably more area's due to reflective weapon models such as the snipers scope. You only need one to initiate cubemaps however, and will do just to look around your map and take nicer screenshots.