First off a few errors you'll wanna fix that many over look before a final compile:
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/msc/e_hedge_big.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/hedge_medium.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/msc/e_hedge_big.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/hedge_medium.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02b_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02b_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
The foliage looks great from a distance, but once I get in close to a tree the leaves have trouble drawing whats on top and whats underneath. I don't know of a fix for this.
Overall I like the feel of the map. It was well designed in for fast game play. It has a very 'battle creek' (from halo) feel where a lot of the death blood and bullets and explosions are going to mix with the sand and flying water. It'll look really awesome with 4 vs 4 or so.
These are only a few suggestions that I think might make your map stand out even more... Or maybe just ignore them because I already like the 'less is more' feel that you have going on here. Your choice.
-The only layout gripe I have is at the bridge. Theres no real advantage to going underneath it or being in that lower area, because you have to back track a bit of a distance to get up top. Maybe add a ladder from the creek to the top of the bridge? Or some crafty well placed bricks sticking out the side of the bridge can serve as stairs up out of the creek (hop from brick to brick). Or maybe you like the layout this was as it is.
-a shed or something a sniper can duck in and out of for cover (but ultimately heavy bullet fire will penetrate the wood).
-The mortars near each flag serve as a nice element. Maybe you can script something so every 5 min they can 'use' the mortar to fire a shell off in that direction to kill a few guys.
Just a few suggestions. Great map overall.