http://puu.sh/nDcwB/7e93f47af7.jpg
Clip/bulletblock these
http://puu.sh/nDczI/f334c4e974.jpg
Highly suggest making ALL railings nonsolid and then clipped over, having them inconsistent is super annoying as people will have to guess what railings they can and cannot shoot through consistently.
http://puu.sh/nDcFj/d5aa7a96ea.jpg
If you're not going to allow players to shoot through here there is no reason to have it "open"
http://puu.sh/nDcLv/8ac8bc5aed.jpg
Should make the trim on that door nonsolid, would also suggest removing the bump in the middle of the room. Doesn't really seem to have any purpose and looks strange when against a shutter door like that.
http://puu.sh/nDcYb/885bd599cf.jpg
Would suggest removing all of these props, the area is already fairly cramped and seems like a pretty spammy area to begin with. Adding props that are super easy to get caught on (the ladder specifically) would only cause problems. Even just moving them into that little sealed off area would be much better but I honestly don't think they serve much of a purpose
http://puu.sh/nDd4a/60b1c12331.jpg
The area under these stairs seems kind of strangely blocked off, I can get stickies in there some of the time but its kind of pointless anyway, I would just put the mesh over it like the rest of the stairs in this area.
http://puu.sh/nDdaf/1794e729ea.jpg
Another chokey area with a prop that is easy to get caught on. Would suggest just making it nonsolid and trying to get it a bit more flush with the wall if you really really want to keep it.
http://puu.sh/nDdhw/29a07de79e.jpg
The clipping on this is pretty bad, you can get caught on both sides
http://puu.sh/nDduc/20f0eaea5c.jpg
It's quite difficult to figure out what roofs you can and cannot get on since they're all a similar height but you can only stand on the one in the open, would suggest making them quite a bit higher or maybe putting some kind of fence around them to let players know it is an inaccessible area.
http://puu.sh/nDdCD/608ee2d270.jpg
Clipping around this displacement is weird/easy to get caught on if you were hugging the wall.
http://puu.sh/nDdFc/1d44eff2fc.jpg
Hiding stickies in this is really silly. I would suggest you scrap the slightly rotate crate idea or make sure stuff like this does not happen.
http://puu.sh/nDdKd/58a63cefb5.jpg
Not sure why you didn't clip this wall like the rest in this room
http://puu.sh/nDdNP/ce18ca17be.jpg
Would suggest making the beams on the roof a bit thinner and then clipping the whole thing over flat so if you get bounced you will not get stuck on them.
http://puu.sh/nDdRO/20e335d649.jpg
Looks somewhat nice I guess but really should be clipped over.
http://puu.sh/nDeDn/d16446a995.jpg
Remove solidity pls
http://puu.sh/nDdUm/cf0cb89d87.jpg
Hiding spot thing, seems unintended but probably wouldn't be a huge problem if you left it in.
http://puu.sh/nDdWM/467ea961c9.jpg
Same deal as few pictures above, getting caught on random shit on the ceiling is never fun.
http://puu.sh/nDe4Z/e8a06b7fc1.jpg
I feel like I end up writing about this on every map but I really think that more mappers should adapt how fubar/whoever else that worked on via pro did the roofs there. I don't really see any advantages to having the roofs clipped like this. Probably not going to repeat myself about this since I am quite sure I have already done it at least 3 or 4 times at this point.
http://puu.sh/nDekV/48258ca496.jpg
Seems like there are too many ways into mid but they're all basically the same chokey doorway that the defending team would have huge height advantage on. Even the top left door has this small area outside the stair room that basically acts as a little death chamber for anybody walking through it. I would suggest reworking the number of ways in and out of mid and try to give each one a purpose. You could probably axe one if not two of the three ways into mid from the center route.
http://puu.sh/nDeIH/be7517a2e6.jpg
This area seems somewhat pointless since I don't think it'd ever be worth the risk to take this small pack in a place where you could get corner spammed to death super easily. Even as a "flank" route it's pretty bad since you can't really do much of anything besides jump from there onto the point but it's basically impossible to miss somebody walking through the lower areas.
As I have said a few times it seems like most of the area on this map is really chokey and that really won't lead to many fun fights since basically the whole game will just be whoevers defending spamming one of the 5 or so doors from highground after a mid. Hopefully somebody will playtest this so that you can determine what doors are and are not used so that you can clean up the spawn -> mid transition because right now it seems like there will be a lot of unused space.