It's odd that the barrels are placed that far back when the clip is right where I'm standing. Avoid putting clips where players will notice it as an "invisible wall". The barrels are also going through the floor.
Another example of an "invisible wall". I expected to be able to walk through here but couldn't.
Box lid collides with wall. Also the barbwire texture in the background has two sides. When using a decal texture like that use patches not brushes. That way they are only one sided.
This section here seems to have some poor brushwork. Multiple brushes collide with each other in multiple parts of the walkway which makes it look very unrealistic. I would suggest researching radiant's "Clipper Tool" to be able to cut off the ends of brushes.
The highlighted area shows objects appearing under the map. This is because the texture in use here is a blend texture. Changing the texture to a version that doesn't have the suffix "_blend" in the name will fix this.
This is just one example but it seems a lot of triggers are randomly placed in the map. I get that you want to keep some secrets but a bank should be easier to find. The only reason I found it was because I was thoroughly checking the area for glitches.
Again just one example but a lot of foliage seems to collide with objects it shouldn't
Love the idea of this area but the grass seems a bit too highly placed to where it looks like it's floating.
This area here seems pretty plain. The rest of the map is fairly detail so it seems oddly out of place. I think some more creativity could have gone into this part as it feels very "boxy".
Arches have no collision
This texture is pretty out of place, isn't consistent with the rest of the wall. Also the floor texture splits there. Make sure to select both and hit the texture again so they both line up with each other.
Careful about placement as it seems mule kick is in the wall.
Rope here doesn't have collision. It's not out of bounds but it's still fairly odd.