Doesn't really matter but it looks kinda stupid to have the door clip through this window hole
If you're going to blockbullets under this you should put some sort of chainlink fence texture to make it a bit more obvious. I would also consider redoing the displacements in spawn as it's a bit awkward to jump around due to them. I would also consider removing those bushes since they're a bit obnoxious as far as sticky traps go.
The way you clip roofs on this map is strange, you do it like most of the 6s maps on like half of it but keep the old style (Overhanging clips) on a bunch of them as well. I personally think the best solution is to just clip off from the actual building and then use something like func_illusionary so you can still have the nice looking overhang.
I don't really see a reason for this roof to be lower than the rest of the building. If you're trying to jump off the wall there you're going to hit your head most of the time.
Another example of the inconsistant roof clipping
Another area you bulletblocked that you'd be able to shoot through on most maps. I know it isn't a major thing but if you're going to bulletblock it you might as well just have the two props directly next to eachother.
The ramp leading up here is like incredibly steep and could probably be changed a bit to look and play nicer. I would probably just have it extend a bit out onto the concrete platform near the boxes.
This corner is kind of just a place where you'll get bounced and die, I would try to smooth it out so the building just line up with a fence or something.
I also feel like you could raise the height of basically everything on the lower end and it would make the entire area feel a bit less awkward, there's a lot of displacement height variation that seems pretty unnecessary. If you had it roughly to where the red lines are you could get rid of that ramp on the side room and then just have a smoother transition to the middle entrance.
One of these requires a crouch and the other does not, I would probably just try to space it so you can just jump for both so going between the areas is smoother. Lowering the first one slightly should do that.
One way glass is a bit strange to have on this area of the map, I guess you have it to allow players to check for forward holds but I normally only see that kind of stuff on last points. I guess you can keep it but it is strange.
The clipping on this area is pretty strange, not sure why you have clipped off the right side when you can jump through the left. I would also move that pipe thing up a bit (~256u) so that when you're jumping in/out of that area you're not going to be hitting your head every time.
Same thing with this, I guess you have this to prevent people from flying in to the packs but it is fairly awkward and the first time I played the map I figured you could just go over it or something.
Ramp could use some clipping on the edges to make going up it smoother.
This whole part of mid felt off when I played it, it seems like it's only purpose is to give scouts a way to get onto the enemies shed which feels unnecessary considering how dominant the class already is on koth maps. Also just having a small health/ammo in such a risky part of the map feels pointless, it's such an incredibly bad place to be as pretty much every class and you can just get basically the same pack/ammo by going into the shed which at least provides some level of cover. Much like the area near the larger pack I feel like the displacements are far too steep in this area. If you level it out a bit and change around that little stand thing you might be able to at least spam point or something from that area. Right now it just feels like a death trap.
Goes in with my suggestion about raising the displacements around the point but having the ground around these boxes a bit higher would make it so you can crouch jump on them from more than 1 spot easily.
Clipping/displacement raise here would make this corner a lot nicer.
More roof stuff, I do really like that sort of displacement ramp thing on the side since you could use that you stop fall damage on a high jump or maybe some sort of rampshot thing as well
Another overhang that can block jumps
Fairly unimportant but I'm not sure what's going on with these textures, I don't think it's my config as I have overlays and most other things on but it could be an issue with dx81, either way it looks off and there's quite a few of them around the map.
I'll likely update this once I've played the map a bit more most of my opinions on gameplay changes are just based on looking over the map since I haven't played it very much.