There are a few issues before it's ready for play testing:
-An invalid spawn point for CTs
- Lots of clipping! I found many places you shouldn't be able to access:
Behind T spawn
The balconies at T spawn (the lower and upper need clipping)
ramp left from T spawn towards A
roof above A
to the left of A (from CT spawn)
The tunnel to the right of A (from CT spawn) has a clip brush too low, with a boost someone can go behind it
The ramp in T spawn is going to be the main route people will take. Not many will queue for the small rope ladder. If you lower the ends of the ramp people can jump and run up it pretty fast, allowing maybe 3 players up at a time (I would jump up there).
The clipping next to T spawn is too low, with a boost anyone can get out of the map.
No clipping on the wine cabinets above B.
The ladder in CT spawn should be static. Running into it and knocking it over slows you down and can be annoying.
The balcony in B can be jumped across to, but the next platform (the dividing wall) is clipped off. It isn't indicative and the only way to find out is by jumping, which will hurt you when you fall.
-An aesthetic issue, the doors on most of the doorways are too wide to actually close :p
-The doors in the tunnel next to B are not obviously openable. They do not have door handles and do not open when you run up to them, only when you press e. Also, they open a bit too slowly and are very narrow for a multiplayer level. Personally I think they should remain open after being opened, not potentially close on someones face.
-You can drop the bomb through the bank teller windows.
-It might help to add <- A bombsite route decals around the place to help with navigation. A radar overlay would also be very helpful. (I know its only an alpha
-The layout is good, I did get a little confused at first running through some of the rooms; a few look very similar.
I like it though, look forward to playing on it in the future.