This is a very good effort for a map with a lot of displacements. As far as the skybow and env_sun goes, you did an excellent job. Also thumbs up on the waterfall. Looks great. The theme is well done, and the placement of the trees looks very good. I want to bring a few things to your attention that might help you tune up your map a bit. The first item is the displacement work. Some areas look very good but some need to be modified a bit.
To the right is an example of some of the displacement work that I was referring to. Using a grass or leaf texture really does not look appropriate on a square or a sharp corner. So, here you might want to carry over some of the nice displacement work you did in other parts of your map.
While we are on the subject of displacements, remember that the whole brush should be textured in tools nodraw. To the left is a screenshot of underneath one of your displacements. these faces should really have nodraw applied. Here is a nice tutorial on nodraw and here is a good tutorial on displacements.
Another thing you might want to consider is a 3D skybox. The 2D skybox looks great but a 3D adds another level of mapping. In the photo on the right you will see a good place to end your map and start a 3D. This is not really necessary, but it would sure complement the theme you have going on. This is a tutorial on how to make a 3D skybox in case you need it.
As far as one team taking control like TempletonPeck mentioned, maybe you could cut a couple tunnels under the main hill to provide another way to advance.
Added the screen shots because yesterday the edit button wasnt working but now tom fixed it.
And thank you templeton for the honest consructive criticism instead of the "you suck it fails" replies I see. I will work on the hills and game play more next time. When we played, we had a 3 second invulnerability and it wasn't that hard to take the hill. Next time I'll take into consideration servers with out it.
Pros: As a basic for an advanced Version this one seems good to me. You used good looking natural textures.
Cons: It seems that sadly you didnt put an eye on gameplay while creating this map. The main problem is, once some players of one team made it up on the hill they can easily take control over the whole map, especially the enemys Spawn - which really will be frustrating for the other team. This is a problem on nearly all "hill" maps, cause it gets unfair and boring too fast. Another aspect is, that the hill itself seems too blocky to me.
Improvements: You should work more on floating transitions to make the hill look more natural. Even some more rocks and some trees which are abundantly covered with more leefs could provide more cover from being shot from top of the hill.
Notes: Its a nice idea, but its really hard to convert it into a map with a good and balanced gameplay...