Another napkin test to see if the field is viable...
Step 1 Topology initialisation
There is only two problems at the site, that is the middle doors forming a choke point, and the stairs to mezzanine being another.
We cannot remove these choke points so we can only loop around them.
Step 2 Primary lane forming
Because of the small size of the map and the middle choke point I am going for a simple symmetric layout of 3-4-2-4-3 lanes.
Shortcuts are added between them while trying to maintain symmetry. While the mezzanine loop is on an entirely different floor, topologically we can treat it as another shortcut for now.
Step 3 Topology fit test and basic distancing
Now I am stretching the lanes to make them more or less balanced in terms of distances.
We need to build a new stairs to complete the mezzanine loop. For safety reasons I am enclosing them with walls to control firefighting on the stairs.
Some walls are needed to split the choke point into two lanes.
Step 4 Partitioning and zoning
Walls are laid out using the lanes as a guide.
Due to their shapes they form different sorts of configurations that might lend to different types of environment. The left side is more organic hence we can label it a Market. The middle is more open and with the loading bay as backdrop we can call it the Depot. The right side is a bit more regular and so it can be a Mansion.
The mezzanine is now Upper Floor and for gameplay balance purposes I have enclosed the mezzanine entirely and only have 5 controlled windows as sniper spots.
Step 5 White boxing covers, checking distances, microadjustments
At this stage the covers are put in place as placeholders, now we are only concerned about gameplay and not worrying about the environmental art.
There are high and low covers to allow options of how you want to progress.
Here I am also checking the distances from spawn to the objectives and try to adjust the walls to balance.
If this is a real job you should also check the fire escape distances.
The sniper spots on the Upper Floor are further controlled with some covers as obstacles to prevent them from being too user-friendly, I try to limit the space around each pair of windows so you cannot have too many people there, and also making it harder to dodge the shots from below.
Step 6 Scenic design (not shown)
"Level design is not environmental art", therefore I am not going to venture into scenic design. For the purpose of this exercise which is just to see if the field is viable there is no need to get into scenic design.
Conclusions
It is possible that the field can be made into a viable map, but in my opinion you need at least a new stairs and some walling off at critical places.