Well the darkness. okay- that was not right.
If those 2 corners aren´t used anyways, why have them? why not fill that space up?
Why not add more intresting gameplay by placing some occluding stuff (would help performance as well.)
Another issue.. to get that 3rd level on those towers in the corners you chose to pull down sky in front of all other buildings. If you had done it the other way round, or just had everything the same ceiling level, it would have saved a huge amount of wqd as well.
And it´s not only too high if standing in the corners. it also reaches 10000 if not.
And the corridors, well they are just too long and offer no chance to cover and not enough space to fight. If you had made a more worked out middlesection, it would also have reached into the base´s yards more.
Another downside are those blocked entrances. It´s disturbing to the player to not be able to get in there. Especially if new to the map. Imagine you run all the way to it, under heavy fire and half dead, just to find you´re being kicked back and finished by your opponent..
Also not enough health, no chance to back up anywhere but in the bases and those little towers. 2 small health and 2 healthboosts for 8 players? I mean reaching that tower while crossing that big space without cover and 2 enemys on your back is just impossible, why go there then, for only 25 health?
Newly spawned defenders will be able to have 150 health right away (if lucky), while the flag carrier (having fought all his way from his base to the enemy base) will in the worst case not get any and have to go back without ANY health pickups.
Putting quads into the bases is a bad idea as well. Makes the base far to easy to defend (those mg ammo+quad+all the open space).
If you put a quad in, better use only one, preferably in the middle, for both teams to fight over.
Just saying, you could have put a lot more map into less space.