Sui - I have no idea what you're talking about.. The texblending in the cave was fine - I checked. And the light is fine too (I assume you mean the two lights on the ceiling).
Win - Sorry for taking that from you :P There is a way up without a grenade. Just rifle onto the antennae.. It takes longer than before I guess though. And the change to the tunnel was absolutely necessary - people were using it too much.
Misan - Allow me to defend the layout. The 'field' side is way harder to use now. The building's windows are way bigger so people can't camp in it, and the particle accelerator room is easier to get into. I moved the spawnpoints into the actual equipment room so that people don't spawn conveniently aimed at the flag - now they're inside.
And there are multiple paths to take from this side - go into the equipment room to the cave, go directly to the cave, go to the teleport into the bridge, do a mad dash in the direction of the bridge, or teleport to the sniper thing and wait things out.
As for the other side, the observation room, there are a lot of paths to take - through the building, through the computer room, through the sniper tower (which is more difficult now), through the field, or by rifle-jumping the lights beside the flag as a shortcut - but there are also a lot of camping spots. For example, you can, from the sniper tower, jump onto adjacent rocks, or climb up to the top of the observation building. These are arguably more useful than the sniping spots on the other side, because the area is so closed and visibility so restricted from the ground that snipers are harder to find.
I introduced the waterfall so that people using the backpath are vulnerable. Also, the backpath takes roughly the same amount of time from flag to flag as the normal path, removing its advantage.
As for the teleport to the bridge, which one are you talking about? The one in the observation building or the one in the 'open field side'? In either case, there should be ample time to shoot down the person before they get to the teleport, but to even it up a bit I might introduce a small rock path high in the air, attached to the cliffs, that someone can jump from the bridge onto and run in the direction of the observation building. That would give it a bit more equality to the other side, who can go from the bridge directly into the open field, easily avoiding fire. Then again the bridge is a rather unsafe path anyways.
I put the spawnpoints into the observation building so that players can easily get from there to the bridge in maybe a second or two rather than being stuck in the field. Plus they're closer to the flag, so they can take better action. These teledests are more in the middle between the computer room and the bridge than before I think.
Those are my explanations. I'm not sure how this map runs in playtesting now, but I played the old core transfer a lot and decided there were specific problems to fix, and these were them.
EDIT - I just enabled shaders and now I realize the problem. It looks pretty cool actually.. But I have no idea how this happened. I seem to have a lot of problems with texture blending. Can anyone lead me in the right direction here?