For a part zahndah is correct. if you can just dump every single random piece you make in such area, its not good. It means your center is too generic and effectively does the 'empty box' effect. But that you can interchange it can be fine if they realy change something. those 2 buildings you made do somewhat the same and a flat ground with 2 entrances on the same level is in many cases bad (look how even cp well allows some soldiers to rocket jump in - and that already is a capture point that is far from ideal).
You realy need to use height alot more. And instead of having a building you can rotate, try to build it in such a way rotating cant be done. That way each entrance to the point can remain unique. and this also makes you able to have higher areas connected to side areas.
Further, you made this mistake because of 1 reason: too early at detailing. You first need to know how the area plays well before trying to detail it all. at most some simple placeholder brushwork can be used to mark the detail. if it then doesnt work out, yuo can easily dump it and rethink the idea. Both of those 2 buildings in the current state sound like a waste of work to me as both dont fit well enough.