OK looked at the new screens.
Looking at the overview, I had a few ideas.
-There doesn't seem to be a lot of potential for flow through the map. When I DM, I don't particularly like to camp one spot until I die, but rather I enjoy coming up with a route I usually take and do laps, picking up health and ammo and fragging along the way. Some of the buildings in the map only look like they have 1 entrance, and other areas (like the bottom left part of the map) look like there's unused space where no one would bother heading to because it's either out in the open and/or no weapons ammo there.
-I'd put 1 or 2 more entrances into the buildings, so that people can enter them easier, and just have more choices when it comes to moving about the map. Also, I'd punch a hole through certain buildings, or just add entrances, to increase flow and choices. Obviously, if you do add new areas (I hope you do) you'll need to put ammo or health down to entice them into that area or to preven that route from being ignored.
-Some of the spawn points, especially the top one near the corner of the building and the wall, seem like a death trap. No good weapons nearby, and no cover or immediate choices. Getting spawned in the back corner of a parking lot with only a submachine gun and no nearby building entrances looks like it would be frustrating. Just my thought not having played it.
-Here's how I'd add some routes (done in Paint, sorry):
The idea is just to get more flow around the outside of the map, give people more options when it comes to movement and cover and gives them a chance to escape is they're getting peppered with sniper fire. Just my opinion though :smile: It would be a lot more work for you, and you'd have to use your imagination to make each area, hallway, lobby etc. unique and easily recognizeable. It'll be a challenge sure, but I think it'll be worth it.
Screen 1: Too much debris I think. Especially on the ground further from the stairs. Additionally, the exterior of the building doesn't indicate this level of interior destruction. Either clean up the inside a bit more, or dirty up and destroy the outside to balance it out. Overall a more interesting area than I expected, especially with the bent girders and the prop integration.
Screen 2: Some prop lighting inconsistencies, but I don't know if that can be avoided. Is the ladder the only way up to the sniper spot? If so, I think you should consider adding another route up top, just so the person camping up there has more to worry about.
Screen 3: Flares are a nice lighting choice, but the 2nd floor is too thin. Why not sandwhich 3 types of materials (like tile on top of concrete on top of ceiling material) as a crossection of the ceiling/floor. I think it would look more realistic than 4 units of concrete. Also, this building doesn't really look like a building from the inside. Destruction and rubble is good, but you need to give some indicators that this was a real place, a real building. Retexture the walls and the floor and then destroy them. Ie. place rubble on them, overlays, cut out jagged sections where there was a collapse. If you were to do it over I'd suggest doing a pretty quick build of a real clean building, and then destroy it systematically, adding details etc. Just so you can make sure it feels like a real place before you demolish it. Also, make the 2ndfloor jagged, its way too straight edged along the side with the ladder.
Additionally, where are all the windows that I see from the outside? The building is covered with window textures, but on the inside its just a wall.
I'm sorry if my suggestions all are pretty time-consuming, but if you're up for it I think the result would be worth it. And if nothing else, you'll improve :smile:
Thanks for the layout and for the new screens.