@ tr0nic
Ya, I've been looking at it a lot and have started bsp'ing it out. There isn't a lot of routes, but it does feel somewhat confusing. I'm thinking of moving T spawn to the right and back slightly. I'm also thinking of getting rid of the ramp down to mid right in front of T spawn and moving the one from mid to B in the lower right down slightly. This would get rid of one more route and would centralize things better on the T side of the map.
On the point of CT rotation, I wanted it to be different than regular figure 8 layouts where there are routes to everywhere from mid basically. Bombsite B is kind of like de_inferno in how that it can only be reached from banana and CT spawn, mine can only be reached through CT spawn and T's path to B.
My layouts also usually end up looking like a 5 year old's drawing. My first couple of versions of this were mostly hastily drawn out on paper a few times and then a bit more thought out on grid. I felt though that with that hastiness, the layout wasn't as thought out and I didn't feel as committed to the project. So I decided to slow it down and do it in Photoshop. It took me a lot longer to do, but I feel that this version is much better and was worth the time.
Here is a picture with the routes highlighted in red, The route changes that I mentioned above for T are the blue lines, and the blue circles are the expected CT defense spots. One CT covers top A, one lower. One covers mid (he has view of the bridge [darker red line over mid] as well and can call/cover that too). One CT covers the tunnel and boost (darker red line) at lower B and one covers upper. Rotating from A to B may take longer, but the paths are much wider to get there, allowing for an easier take. Rotating from B to A there are more paths/entrances, but they all have narrower paths which are easier to defend.