I never realized you could go through the windows, because the prop that separates the panes stays in there even after you shoot the glass. I don't remember seeing any other players go through the windows either. I assume they all also assumed that the windows were impassible.
Walking around the map more now, it seems like the layout is not that difficult to understand. There are some issues though that make it difficult to figure out:
The inside consists mainly of two different buildings, connected mainly by the courtyard/balcony and a skywalk. However, from the inside, the skywalk actually looks like it's a room inside a single building. There are windows on one side but not the other, suggesting to the eye that there is more inside-building space on the one side of it. There are clear doorways separating the skywalk from T spawn and the stairs opposite, as well as a doorway separating it from the middle stairs. But there is not even a threshold separating the skywalk itself from either side. So, rather than looking like you're traveling between two semi-detached buildings, it looks like you're traveling within a single room.
The radar overview is very nearly useless. It's a picture of the rooftops, meaning there is no indication of the interior walls of the map. It mainly only answers the question, "is there a roof above me," which is relatively easy to figure out anyway. An overview taken from a lower height, with an alpha channel, and very clearly defined walls/impassible areas would be much more useful. Ideal would be a blend of overviews taken at each of the three levels.
The only textures that are varied are the floor textures, and the difference between them is really only noticeable as brownish vs. whitish. The wall texture is fairly busy, so that the difference between areas with flat walls and areas with partially-recessed walls is not easily visible. Several different interior stylings (neat and clean stone in paler shades, smooth plaster, wood paneling, etc.) would make it much easier to tell different areas apart.
The stairways are hard to find. If you don't know where they are, you can run right by them. A stairway is a key portal between areas in this map, so it should be well-lit and easily visible. The overall lack of light inside, and the busy wall texture, exacerbate this problem. As an example, the stairway leading up towards the hostages (most important stairs in the map) is almost invisible until you're in it. Viewed from most angles, the wall that runs alongside it is indistinguishable from the end of the wall that runs in front of it. No light emanates from the stairway, leaving no indication that this is anything other than a dark corner. There is little contrast between the floor and the walls, making the space difficult to notice.

The ladder up to the tower was very difficult to find. I now realize this is because it's in a second-story area that's completely cut off from the rest of the second story. It makes sense that the second story at the front of the church area is separate from the T-side building, but this area looks exactly the same. I found my way up here by accident to begin with, but because it looks just like the whole second story around T spawn there was no reason to think that you would have to go down some stairs then up some other stairs to find it again. Also, the area is dimly-enough lit that it's not even obvious when you're there that it's nothing but a small L-shaped hallway.
The church area is tougher than necessary to figure out, because, unlike a church, it's highly asymmetrical. One side features a stairway up to a dark balcony, a tiny lounge area with a fireplace, and a small courtyard. The other opens directly onto the "crypt." One side has windows, the other doesn't, because of the attached rooms. The general style of churches, which is to be shaped either as a rectangle or as a cross, is completely unrecognizable because of the hodgepodge of attached rooms and stairways.