Nice to see this map being released on Sauerworld.
There's still some trouble in the packaging; be sure stuff like "packages" and "readme" have an extension (like .txt), else it makes it harder to open so.
Good to see you've figured out how to put off the collision of the tree; but please keep it in the "nieb" folder instead. This prevents people start creating their own folders for any model they think that should be tweaked a tiny bit, which leads to several folders throughout the "mapmodels" folder. So rather just put it into "nieb" and work from there (as it's his model any way).
There is still enough trash outside the map to clean up (like a death barrier on the floor?) and some edit-errors throughout the map (like at the highest window at the chimney of each base or like there's a jumppad-entity below other jumppad entities at each base).
Bots can't get the YA currently (what's with the odd placement of YA on new maps these days?); neither playes (without the use of trickjumps).
Both YA have also the issue of being easily controlled when they both aren't taken yet as you can trickjump with a grenade and some bullets towards the other YA while you've taken the first already.
Why are all armours right in the middle of the map actually? Is there no space to defend the base at all?
As already mentioned before; the map looks great so far, but misses details.
So what about making certain parts broken or rather in construction? This adds a way more realistic feeling to the map.
The concept of having lifts everywhere to elevate you to higher ground feels pretty spammed around. What about to come up with something else also?
Another point which seems forgotten;
The time to get to your opponent's flag and head back to your own flag is currently very small (about 12 seconds in ctf and 14 seconds in instactf), so what about to extend that to some higher value (like 16 seconds in ctf and 20 in instactf)?