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Posted by: A 3 Legged Goat
Just wanted to say these lessons are really helpful when I'm forging a map. I haven't read all of them, but the parts I always remember are Spawning, 1st impressions, and making weapons eye-catching.
The last thing you want is to have players frustrated when they play your map. Things have to be obvious so they can find it with little effort. If they have to ask you how to get to it, your map needs work.
With spawning, I always ask myself if I want to spawn here at any time during a match. I'm still getting in the habit of good spawn placement, but for the most part my maps don't have spawns that frustrate players. I strive to make them safe and obvious to players.
For weapons, I want you to find it on your first play through. On my Downtown map, it was a challenge to make the Sniper placement feel natural and obvious while making it realistic and balanced. For the final versions, I ended up placing it immediately in front of the player as they exit the Elevator, but I did it in a way so you don't have to out-snipe the other sniper as soon as you got it.
I also try to make the weapon set even for players. Some weapons are good as neutral ones, but IMO a Sniper Rifle shouldn't be unless it's a map like Rat's Nest. Then again, I'm more of a symmetric builder, so don't expect me to make crazy 1-sided maps anytime soon.
Thanks for your contribution, OP.
I would definitely suggest something "Underground" in terms of paths, ones that travel both down to the bottom of that tunnel entrance looking thing and across the center and in to the buildings. Also, making the inside of the buildings feel larger would really make the gameplay shoot through the roof in those areas, too cramped, grenades become noob tools. Take note that I said "become," not "are."