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Hey, I've opened the map in CS:S and here is my feedback about it. Since you specifically asked for optimization, I will discuss about it first, before the other aspects.
I have no complaints at all. The map seems to be optimized well since I had great FPS overall when playing with 9 BOTs. It rarely went down to double digit. Note that I don't have a computer that allows me to get like 200+ FPS, I am just satisfied getting 60-80 FPS.
Your map seems to heavily based on big block brushes for the wall/floor/ceiling. You've seemed to turn the stairs into func_detail, which is nice.
You could turn these opening doors into func_detail also:
This is something you should fix:
This off-grid brush is located in the corridor next to T spawn.
You seemed to surround the entire map with a box. For the sake of optimization, this should never be done.
I guess you did this because the off-grid brush that I referred to previously caused a leak within the map. I suppose if you fix the off-grid brush using the vertex tool (because this off-grid brush isn't exactly a cube/cuboid).
But, regardless, you've done a great job in optimizing the map.
The map isn't that bland since it is well detailed on most parts.
The CT spawn ramp seems to be 1 grid off, so you probably want to fix this.
The map's layout is quite straight-forward, and there seems to be only one choke-point. This is not a problem, but I'd like to suggest for the lights on the ceiling to be made non-solid.
My suggestions are:
Turn the opening doors to func_detail.
Fix the off-grid brushes on the corridor near T spawn.
Remove the "box" that surrounds the entire map.
(Not really necessary because it is probably intentional) fix the off-grid(?) ramp near CT spawn.
Make the ceiling lights non-solid.
Great work! Thank you for reading, I hope you have a nice day.