I played the level for a while and also left the BOTs playing it alone, and this was the result of leaving the BOTs playing for a good couple of minutes.
I believe this is probably due to no proper manual navigation mesh file generation.
I see that most of the objects are made up of brushwork, including minor and major objects, and still the overall WPoly seems to be okay, with only a few areas where it goes above
Basically, the level is well optimized. Good job on this.
While it's not an issue if you are preferring to go with brushwork for everything, I would recommend using some models as well, mostly for detailing and complex objects.
For instance, this tower and the wires could be used in the form of models to save up the extra altitude/space created by the tower as well as saving up the WPoly.
There are a few other objects as well that I'd recommend converting into models, these are just an example.
Speaking of the textures, just like some other members pointed out, the dust textures don't blend very well.
Like, the default dust road texture is too cliché now and generally doesn't look quite well in this level when compared with the other textures. What I would suggest you is trying some newer versions of dust textures if you still want to go with them as there are plenty of texture resources regarding that.
It's not just about the road texture though, the crate, trim, wall, etc. too. In short, replacing all the default dust textures with newer versions or different ones that blend with the rest of the level textures.
Apart from this dust texture issue, you did a good job with the overall textures. Pretty neat and well used.
If not accessible, you may want to turn the textures of these areas into the BEVEL (or NULL) for the obvious reasons.
A minor suggestion here, you could make those wood pieces breakable heh.
Well, that's all I guess. Everything else seems fine, the timing, gameplay, bomb sites placement, and all.
Keep it up!