Now a few things about the second beta.
You don't need to add our names in the message. It's meant nice, but it's your map. We only tried to help you a little bit
I don't like the sun settings. Almost the whole map has shadows. Try to use some default settings like these:
"_sun_light" "250"
"_sun_angle" "198 -65"
"_sun_ambient" "30"
"_sun_diffuse" "60"
Nice to see that you used the angle key for the spawns. But I'd use "angle" "0" and "angle" "180" instead of "angle" "359" and "angle" "180". The opposite of 180 is 0/360 and not 359
You used lots of additional grens, but they doesn't work. Imo there're too many of them if they would work. However, add "count" "1" for them. You could also use "type" "paint/smoke", "group" "#" (for the same type in both bases, if they spawn randomly) and/or "angle" "-1" (that they spawn exact where you placed them and not in the area around this position).
The other entities are looking very nice.
I made three screenshots with general stuff. The rest of this map is probably a matter of taste. But for your first maps it's more important to work on general stuff, and try to understand bsp better and better than making perfect looking maps (this doesn't mean that you don't need to align your stuff).
Red (i hope you can notice it): You need to align all of your textures. Here you need to rotate the some wood faces. I don't know if you ever did it, select your brush/es or face and open the surface window with s.
Than change the values and click apply brush/face.
S moves horizontal (units)
T moves vertical (units)
R rotates (degrees)
SX changes the horizontal size (percent)
SY changes the vertical size (percent)
Green: The brushes around the base make the flag harder to grab. I would delete them.
Yellow: Use an other texture for the ground. Gras doesn't grow in the water.
Yellow: Just an example, I didn't marked all small barrels. scale down the texture on the side of the barrel, if you use small ones.
Red: Just an example, too. Rotate all red marked wood faces, that it looks correct aligned.
Yellow: I guess you can't change it anymore for this map without deleting the high path. Just for following maps. You can look through the sky. So if you use a skybrush as a wall, you can look through the wall. Try not to use skybrushes as a wall in such high areas. It's also not good, if the map is completely opened like it is here. You can look from base to base and the game needs to show everything all the time. This also raises up the r_speeds a lot. For following maps, try to create ways where you can't see everything, that the map is more closed. High ways above the whole map are very bad for the game most of the time. But the structure of the map is a lot better than the structure at your first map. Keep on working.