I'll just go ahead and continue on from that last statement, although it is rather empty, the map extension is b3 so I can understand why it may look a bit empty. As for why minecraftworld a7 isn't as empty, I can't explain. We all have our own mapping styles.
I loaded your map up in the editor and I have a few questions.
1.
Why do your stairs always not clip the first step up? 1.5. I think it's better to use blockbullets rather than playerclip for stairs, because of how explosions work in source.
Here's a basic image of what I mean. The red ball is the source of an explosion (so maybe a grenade), the orange lines are the lines fired off by the engine to determine if anything has been damaged, and the green line is where a solid object is meaning the orange line can't pass through.
If that doesn't make sense, what I'm trying to say is that say a soldier shoots at someone's feet and it hits the stair below them, they won't get damaged because the damaging orange line won't reach them. 2.
You have these clip vphysics brushes with unused keyvalues in them, no names, and no inputs or outputs. There are 4 of them, all near spawn doors. Now I say unused, that may just be my fgd (ficools fgd) editing it, but I get the feeling it isn't really that. In-game they also did nothing. I could still walk through them, shoot through them, etc etc.
3.
There's something up with your textures, as when I shoot them, I get pink gibs. This makes me believe something is missing, since when there are missing textures for example, you get the infamous pink and black checkerboard.
4. I get that this map is still under development, but there's no optimisation. This is something I suggest you keep on top of when your map is in beta, as it makes it a lot nicer down the road, so you don't have to deal with that sort of mess all at once near release.
5. The map isn't repacked. Don't confuse
repacking with
packing. You've packed the map just fine, but
repacking is a sort of compression for .bsp files, so you don't have to shove them in a .zip if they get massive. In a small map like yours right now, it isn't really a pressing issue,
but here's an example of how useful something like this is. When your map becomes even larger, you'll be very thankful for repacking since it can turn a map that is 400MB into something that is around only 130MB (e.g. dr_stardust). To repack a map, have everything packed in like cubemaps, custom textures, sounds, basically everything, and then in the TF2 console, type the following:
bsp_repack maps/[map name] maps/[map name after repacking] (of course, remove the
[ ] and the
maps/ part is the file path from
tf/ so if a map is not in
tf/maps/, use the correct path for that map.
5.5. A tool to make all of this much quicker and easier is
CompilePal. It can compile your map, pack it, repack it, build cubemaps for it, anything you need, all by itself, saving you the hassle of going around 50 different programs to get the map ready.
Find it here. Aside from all of this, it's a good start.