@ Yates: You are correct. But in a top down environment his choice was the better one, unless of course you get too close to the sprite.
A solution for this would be creating an artificial shadow for the ladder, this way it would still look "off the ground" despite the wall's shadow being cast over it.
The less ideal solution:
Making the wall next to the ladder shadowless via the editor, then placing an artificial shadow where the original one would have been and then placing the ladder sprite on top of it. This way the ladder wouldn't cover the players when they get too close without having to look disconnected from the platform.
This is not a particularly good idea because any modified game shadows or shadows of different intensities would not blend with the fake one, making it stand out. Also, as Yates stated, it makes no sense for the ladder to cover the shadow of an obviously higher structure.
@ Time: If the ladder were connected to the base of the platform the shadow would still be cast over it. Then again looking from above it is weird either way.
@file, it's a two-way map. You can either go to A or B one way except of the occasional block making one way two little divided paths. I do not think the game-play would be great because of this. Maybe a way up through the building above the terrorists base would fix this problem and create a more interesting out-come each match. As if this would be played with multiple players on each team the bomb would never be able to be planted without interaction between the two teams.
@ Avo:
He is probably having trouble with the wall's shadow covering the ladder which would make it look like it isn't actually connected to the platform and just laying on the ground.
As for my opinion on the map, it does not strike me as particularly impressive. The tileset is somewhat tiring and unpleasant to the eye and the layout is random though I do not know how it would behave in terms of gameplay.