Playtested.
Gave it a quick run with a bot.
As of this stage, it's a good idea to focus in the layout. Texture and lighting being alpha is not a problem by now.
Like Gig said, the map feels a bit claustrophobic, which gives an edge to splash damage weapons such as GL, RL and PG.
Do you plan to use the upper (as of now untextured) ledges for a reason? They aren't clipped at all, and can be used for more advanced tactics and strategies in human-based matches.
Also the map needs more connectivity regarding the upper areas. As of now there's only one way to access the upper floor without rocket jumping, while middle and lower floors have a bit more of connectivity.
Although the map will be possibly used in Instagib mode and the RG is indeed placed in a good area (one-way rooms are ideal places for dangerous weapons such as the RG) perhaps removing the RG from all weapons and create a jumppad or teleporter in this area to the upper floor may work?
There's a pair of ledges in the middle floor, in the water pool area, with the right trimming they may enable a jump over the ledges, already possible with the upper floor ledges.