
T spawn can be basically eliminated as a playable area. Moving the spawns to the south end of the room will help here, and running a usable hallway behind the reception desk would probably help to clear up congestion here.
I think most of the hallways/hallway facsimiles on the map need to be shortened.
1. Too long (distance from stair room doorway to orange floor room doorway).
2. Too long. Anything you can do to shorten the distance the Ts have to run from their entry to this room at the north-northwest to the hallway leading to the center room, and then from the hallway to the center room to the double-doors into the stairwell at the south end would be good. Overall, this route would be roughly the right length if the T spawn was at the reception desk, and bombsite A was very close to the top of the stairwell.
3. Too long. This is just dead space making it take longer to get from the big east room to the center room.
4. The distance between these doorways is probably twice as long as necessary. Some combination of shrinking the center room and making this second office the middle of three would probably be good here.
5. Too long and bare as a straight hallway leading out into the center room. Maybe this path should be turned into a room that takes you out to the right a bit before opening on the center room.
6. Too long, dead space.
7. Too long together. Maybe kill one of these two rooms.
8, 9, 10. Each too long individually, combining for too long.
CT spawn is a reasonable size, but way too far away from everything (due to the length of the hallways between it and the bombsites). This catwalk on the left is a problem because it forces the players to run back a bit before leaving spawn by the upper route. The lower exit from spawn needs to lead towards B almost as quickly as the upper exit, if not a little quicker. Currently, it only leads to A. Combining how far you have to run to get from the lower CT spawn exit to the upper with the fact that the lower exit is not that useful means that CT spawn is basically useless. The whole area between the south edge of A, and the stairwell leading down to the south side of the center room, and CT spawn needs to be reworked to be much quicker.
11. Too long.
12. Too long.
13. When I back up the stairs out of B, I want to immediately push forward through the wall to the right of the stairs to start approaching the site from the side. Instead, you have to back out through three doorways to get back here.
14. Too long.
Bombsite B seems about right in terms of size, but is lacking the ability to really use the lower level. A hallway connecting two doorways on this level would make a huge difference, especially if it connected to the CT hallways somewhere (maybe the stairwell at the south side of the center room, or leading quickly back to CT spawn). Two ingresses for the Ts here is fine, but only one for the CTs seems like not enough.
Bombsite A seems like a bit of a mess because it's very open and has all these raised platforms with railings that are an impediment to movement. It's difficult to know how this will play since it's unusual and the size of the map didn't put much action here that I noticed in the playtest.
The levels vertically seem a little too far apart. In most places where you'd want to jump down to move from one place to another, you take fall damage. It looks like the floor-to-floor distance is 256 in most places, cutting this down towards 192 would make jumping down more viable and allow the stairways to be shortened a bit. Tightening up the gaps between some stairwells that are a U shape might make it easier to get down quickly as well.
The middle room is very tough for the CTs. Their ingress on the lower level is not very good because to get anywhere they have to jump around one of the two corners to either side. Running down into the depressed area in the middle looks very bad because the railings are so high that you can't jump out.