The Obligatory warning message: This is NOT a review, it is to be considered opinion only, and as such totally dis-regarded if it is contrary to the authors intended results.. anything in this critique can be ignored with no ill will or hard feelings incurred..
1st off, i would like to ask a few of my fellow snarkpitters to have a look at this map as well, since i do not play this mod, i cannot give any advice, or opinions on layout, or gameplay... this map is fairly large, and i got turned around numerous times, and i would feel much better if someone or someone's well versed in the idiosyncrasies of counterstrike could critique this map as well..
2ndly, the author is a long time associate from PFL, and this is my first chance to look at any map he has made, its just a shame that it had to be a CS one 
3rdly, since i don't know anything about the mod, i will attempt to restrict my comments to architecture and construction issues when ever possible..
lastly since it will do no one any good to comment on whats right, almost all of my comments will center on what i feel needs altered, and i can only hope that this map has not been released cause with just a few tweaks, i feel this map could be improved dramatically..
now without further delay...

as will be apparent, most of my comments will be about the generous r_speeds this map has, and a few suggestions on lowering them to acceptable levels.. as you can see from this first image, 1200+ is a bit extreme, i don't know about the CS servers, but the HLDM ones would not play very well at this level..

from another angle, they peak in excess of 1300, and prolly higher, but since the point was made, i stopped looking in this particular region.

there are a few of these texture glitches scattered thruout the map, maybe if the light was bounced a couple more times, or maybe a full vis compile done, it might reduce them.. 

another of these glitches to illustrate what i mean.


these next two shots of the same pillar show IMO why the r_speeds are so high, these particular pillars are in the same area as the first shot above.. given the information shown, the r's could be dropped substantially by changing the top of this pillar to a func_wall.. and even tho i didn't take a screenshot, i would bet the floor looks similarly..

this light fixture could be similarly changed to a func_wall, or even lowered one unit to break contact with the ceiling.. as well as all the lights scattered thruout this map..

a totally different pillar, to get another perspective of the breakup of the solids.. you might notice in the background, that the cubes attached to the walls do their share of breaking up the surrounding walls as well... some experimentation with these might pay as well..

yet another light glitch on the wall.. 

notice the ceiling broken into needless fragments again, plus.... i am unsure but it appears that a light entity has been added to boost the light levels from these light fixtures.. IMO its overkill, and ruins the effect..


notice in these next shots, the r's peak, because all the information bleeding thru both sets of doors, above left and above right.. notice as well that the func_water is showing clear from the other side.. just a touch too much info.. IMO since its just liquid, the author could stretch it a few times and still get satisfactory looking water, without all those tiny blocks it makes now..

i realize i am a dolt, but why is this open door clipped off?



these next three areas are about my favorite ones.. but what ruins it for me is the flatness of the grass, and the monochromatic feel of the textures used thruout the map.. i have to wonder, did the aztec not have pigmentation to add to their construction materials.. ![]()

there are an awful lot of r's for so small a screenshot..
all in all, with just a few architectural tweaks, i bet we could knock the r's in the ass on this one..
but IMO this map is wasted on CS, with its vertical layout, and fine connectivity, it would make one excellent HLDM map, one that i would love to frag in..
considering that my only two real complaints are the r's and the texture limitations.. this map is one hell of a first critique from this author..
i would hope that a few more releases come from this camp in the not to distant future..
excellent job Ego.. one you can really be proud of..
this map can be downloaded via this URL:
http://ejoop.com/pcgames/atlas/showlist.asp?mapid=84&formtype=2
[addsig]





