This is the layout again, sort of explaining what I'm trying to go for. The blue box contains the core-gameplay, approximately 90% of the action. It is just a little bit smaller than some of the more compact levels, but again, I felt that the map needed to be slightly larger for this layout to play the best.
The orange arrows are sort of the main playstyle that I want to encourage and it could've been pointing in the other direction. The T's begin pushing mid, the CT in the other middle begins to rotate and attack from behind, and the T's can then attack either site. This creates a sense of urgency, as the T's really need to push quickly and the CT's have to decide on which way to rotate immediately.
The Purple arrow is the sort of X-factor of the map. It multiplies the opportunities for "mindgames" and while it is crucial in "controlling" the map, you could also just ignore it completely.
The yellow arrows should be slightly longer, but they are sort of why I feel like the map needed to be slightly larger: to make these areas work the best in that 10% of action.
Here is some "blog-ish" update about the changes I've made so far based on feedback
The larger issue was simply that the map was out of scale. Too large in all directions. I ended up remaking the entire in correct scale and that time I kept everything somewhat clean. So I remade everything, but these are some of the more noticeable changes
Main problem: too many angles.
This isn't the best view for this, but I've somewhat straightened the upper path, moved around cover, and slimmed down the upper side. This is a really tricky site to balance, it's meant to be quite CT sided, as that player will probably be alone and probably won't have time for a proper rotate. There's definitely more to balance out here.
A huge line of sight problem fixed, also much narrower/ more cover going towards the site.
Entrance by the stairs removed completely. The visual theme here wasn't interesting enough and though this change the play will first and foremost be concerned with what happens within the blue square like they should. I worked a lot on how to balance that entrance out as it always ruined the timings towards either second-mid/long. Until I realized that it wasn't necessary.
Terrible picture, as they are from the opposite side, but, I remade this lane completely, It ended up playing like a third "awp" duel, which wasn't my intention at all. And the door towards the alternate middle now faces the CT's, the lane still has some of the old "diagonal road" that guided you in the right direction, and the same up and down slopes but they are all much better defined now.
I might be forgetting something, but this might be it for now.