Some remarks: large parts of the map seem to dark. The castle courtyards and parts of the tunnels for example.
Then there are lots of paths and tunnels. It might be a good idea to look at multi-level command maps so you could mark all tunnels on the command map without too much cluttering.
The jail doors are quite hard to open, you need to press use when you’re cursor is over a iron bar. I sugest to try a playerclip brush over it which gets included into the func_door_rotating entity.
And my last comments (can be considered whining) :
-The tank drives onto the final courtyard, circles around the memorial stone and then turns around to shoot the stone instead of just firing when it arrives onto the courtjard.
-The objectives (documents and radio parts) are stowed away in a dungean secured by bars. Whilst it is logical in terms of gameplay that they can’t be reached untill the tank blew away the stone, those bars seem to get blown away out of nothing. No TNT, nothing.
In the end, it seems a fun map. I should see how well it works out on a more crowded server, I guess it takes quite a while to secure the documents AND the radio parts.
PS: Nice secret reference to another game. 