Mostly very good English, but the phrasing is a little strange in some cases, so here are my suggestions, in the format "section title", "old paragraph", "my version of the paragraph":
The Helicopter Runway[b] (eh? Helicopters don't need runways? :|)
[quote]The half-open hangar door makes players who enter or exit the helicopter room vulnerable, so the CTs have to either wait in the bombsite room, use the sniping points or camp in the corners, or directly attack the terros coming from the mountain path ...[/quote]
[quote]The half-open hangar door leaves players entering or exiting the chopper room vulnerable, so the CTs either have to wait in the bomb room, sniping and camping in the corners, or attack the terrorists head-on as they come from the mountains.[/quote]
[b]The Hangar AccessLinking the counter-terrorists spawn room and the helicopter bomb site, this tight path is useful when the round starts for quickly cover A, but once the round started, the access becomes very hard to use because of the tightness, the ladder and the insane camp points ...
This tight path links the CT spawn and the helicopter bomb site. It's a good quick path to A at the beginning of a round, but the corridor quickly becomes a deathtrap with narrow walls and camping galore.
The Inside Watch PathVery strategic path for the CTs, this watch path links the bombsites and enables fast reinforcements.
Players mastering strategy and teamplay can make a great advantage of this map axis. A good player can make this area safe for his whole team.
This path connects the bomb sites and enables quick movement between the alternatives for both teams. A good team can take great advantage of the route, especially if well-covered by skilful team-mates.
The Bomber RoomThe bomber room is the bomb site B.
With a gameplay similar to the de_nuke surface bomb site, this room provides a lot of space where to move, hide, dodge, launch grenades and ... plant the bomb...
All the entries are easy to control, but the problem is that they are numerous...
The second bomb site provides similar gameplay to the de_nuke surface site. There's lots of room to hop around and fight, but there are many different ways for your enemy to rush in and out.
The Bomber RunwayAn open area with almost no cover that links the bomber room and the base gateway.
The two paths leading to this area are difficult to use, because of their tightness, and this makes this area quite hard to attack but easy to control.
The two paths leading here are tight and precarious, making this area much easier to defend than attack. There is very little cover for prospective rushers to dart between.
The Path to the RunwayA tight and dark path in the mountain where players have to crouch to go through.
This path is usually used by aim maps fans and snipers masters who like better open areas instead of closed rooms (terrorists rushing B from the right exit).
A good place for sniping, this small dark path in the mountain can offer a good way for the terrorists to suprise the defenders, but can only be passed through in a crouch.
In Front of the BaseProviding an access to the underground hall, the base yard and the bomber runaway, this area may be very important at the beginning of the round, when CT still have no clue about the terrorists strategy. This area is a good opportunity to see what terrorists are planning.
Providing access to the underground hall, base yard, and bomber runway, this area is likely to be of importance at the start of a round as the CT team try to figure out the terrorists' [m](yes, that apostrophe (') is in the right place)[/m] tactics.
The RoadThe road is really a multipurposed area : counter-terrorists can use when the round just started to try to break a terro surface attack, while it may become a crossroad for terrorists once it is secured. It provides on an other hand a cover for the underground hall rushers...
This road is a multi-purpose area: the counter-terrorists can use it early in the round to try and combat a surface attack on the part of the terrorists, or the Ts can rush through into the base if it is left undefended. It also provides good cover for those charging the underground halls.
The Base YardThis area is quite easy to defend for the CTs, as the terros can only enter through a few points, but they have all the same to give their best because it directly leads to the both bombsites...
From the yard you can reach the towers, the walls, the road and the CTs room.
This area is quite easy for the CTs to defend as there are few entrances, but it's also a very direct route for the Ts, and, as such, is likely to be very tempting to them. The towers, walls, road, and CT room can all also be reached easily from here.
The Subsidence (a perculiar title... did you get it straight from a dictionary?)
The subsidence provides some good covers, but prevent terrorists from seeing possible rushing counter-terrorists.
This area is good for siege attacks, where terrorists try to eliminate CTs on the walls before to proceed further, but make them vulnerable against grenades ...
The subsidence provides some good cover, but leaves terrorists unable to see any CTs storming their position from the road or across the grass. The Ts can try to eliminate any CTs headstrong enough to try and charge their position, but they are easy prey for counter-terrorist grenades.
The Terrorists Spawn Zone (just call it "the terrorist spawn")
The terrorists start the round here.
They can either rush on the surface from the left or the right exits, or go into the sewers with breaking the grids of the vent. They have to hurry to settle an attack strategy else they could be overrun by counter-terrorists rushers ...
The newborn terrorists can either rush across the surface via the right or left exits or go into the sewers by breaking through the vent covers. They have to organise themselves quickly to avoid being attacked by aggressive counter-terrorists in their own spawn.
The "Grass" AreaOne of the most open area of the map, the "grass" area offer a wide field of view, but make players very vulnerable too, because of the lack of covers.
If you are a "rusher", liking quakish fragfests, meet there, you will have some action ...
One of the most open areas of the map, the grass offers a good view of the map, but the lack of cover leaves players crossing it very vulnerable. People who enjoy Quake-ish fragfests will have fun here.
The Path in the MountainThis path is the main way to quickly reach the bombsite A for the terrorists.
CTs and Ts who "rush A" generally meet in the corner of this area. Retreat isn't really possible for the Ts, as reinforcements for the CTs, so it's mainly a matter of speed and aim here...
This is usually the most popular way for the terrorists to get to bomb site A. CTs and Ts who try to rush to that bombsite are likely to meet here for a quick fight to the death.
I think that's all of them. Phew! If you don't understand words I've used, or why I've changed things, please ask.
Important note: "cover" is a "mass noun", like "water" or "software". You never have "a water" or "two waters": it is
always "water": "some water" or "lots of water".