mp_c4timer 60 ?
This is de_forest_rc1 and de_cpl_strike side-by-side, in the same scale.
I marked each up with where the Ts can go (red), where the CTs can go (blue) and the rough areas where they'd meet (magenta). Obviously for de_forest_rc1 this is based only on walking around and not gameplay experience, but if you time it yourself I expect you'll find that I'm about right.
de_cpl_strike is a fairly large map. I know that as a CT, if I'm hanging around at T spawn when the bomb is planted, I'm in for a rough time if I plan on trying to defuse. If I stay around the hotspots, and take the quickest routes, I've got a good shot (except for the fact that I'll probably get shot in the face on the way). I would say that I'd be stupid to even go near T spawn unless I'm sure the Ts won't rush.
de_forest_rc1 is huge. If I'm near either of the hotspots north of the river and the bomb is planted at A, it takes about 25s to get onto the bomb, running with a USP out. i.e. If I don't have a kit, I can't stop running, and if I do have a kit I'm probably screwed anyway if I have to take any time at all to fight. If I'm near the big rock and the bomb is planted at B, it takes about 30s to get onto the bomb, running with a USP out. Even with a kit, I'm basically screwed.
My suggestion would be to move bombsite A to near where the shed is just SSW of CT spawn, move bombsite B to near where there are several big rocks overlooking the water NE of CT spawn, and shorten the route going clockwise around the windmill to give the CTs a second viable way to get back to B (maybe make the hill smaller N-S, or maybe send an E-W tunnel through).