The map has some interesting visuals although it uses stock CSGO content; the design composition is quite coherent in regard to sizes, textures and shapes.
The brushwork is nicely executed and varies between angular and curved for a visual diversity throughout the map.
Soundscapes are adequately scattered to liven up the place between nature sounds outdoor and humming “silence” indoor.
Great work with the optimization; I was really happy to see a tightly optimized map with high fps and was even happier to spot several diagonal visleaves cuts around corners. Well done.
The gameplay was fast, timings were balanced and rotations were smooth.
Here are my findings to further polish this nice map.
Optimization wise, you would greatly benefit from applying fade distance on all small/trivial static props to gain some frame rate in the process. The map is nicely func_detailed but you left couple of detail brushes as regular world brushes needlessly cluttering your PVS: several slanted roofs/roof edges and the 2 pillars at bombsite A entrance.
Reflective surfaces were all black after using r_showenvcubemap; you either forgot to add cubemaps or forgot to build them.
I see you clipped the map pretty well but I have to point your attention to areas that need further clipping for a smoother gameplay: closed doors, door frames and wall arches/pillars all need to be clipped (to be flush with the adjacent wall) to prevent players getting stuck on them during firefights.
The “mid” area especially around the tree and below the archway could really use a bit more lighting as it is a bit dark and players cannot be spotted on the fly from a distance.
And speaking of players, I believe CTs should be changed from ST6 as they were blending easily with darker textures or shadowy areas. GIGN or GSG9 should be a more visible model in my opinion.
A pleasant map that is tightly optimized for a smooth gameplay; keep up the good work and best of luck.