After some testing I found that their both beautiful maps as expected. Some minor impenetrable objects at certain areas. In obj_alcatraz_b3 in the tunnel hallways there is a wooden object to hide behind, but you cant shoot through it. Also on obj_lumberyard_b1 with the big barrels. Not a problem at all really but whiners are everywhere in this game. Alcatraz had that lonely secluded feeling to it and I really liked the FPS i got in the tunnel hallways near A.
http://imagebin.org/226404
Obj_lumberyard_b1 looks like it will be really fun to obj on and alcatraz to bc on. I find lumberyard to be more attractive of the two, but thats because I prefer obj over bc. I'm not sure if you intended the maps to be vise versa, but it seems to me they work in these gametypes best.
If lumberyard is going to be mainly objective, then I did run into an issue with the timing with specops vs terrors reaching bombsites at different times. In my mind there are 3 situations that can occur in objective.
1st: Specops get to bombsites faster than terrors and dig in to have coverage.
2nd: Specops and Terrors arrive at the destinations at the same time to force fighting and speed up the action.
3rd: Terrors arrive faster at the destination than Specops and Specops are forced to infiltrate and destroy the enemies first then defuse the bomb.
In lumberyard, the 3rd situation is present. According to my tests of setspawnpts/fastest routes/recon class w/ tech kit, my results are as follows:
Specops rush to A : 4:46 (can see bombsite)
Terror rush to A : 4:51 by 4:47 already planted
Specops rush to B : 4:46 enter building
Terror rush to B: 4:50 by 4:46 already planted
Now its good the terrors plant the bombs at roughly the same time, meaning they can choose both bombsites to plant.
Was the 3rd situation intentional?
Oh, and i found a texture issue at end of trains near A they didnt show up for me.