The main area is good. I think you need the capture area to be a bit bigger considering the team has to stay there for 45 seconds, and also I think you need to change the lighting in the outside area completely... There isn't any variation. I think giving the light_enviroment a pitch of say -30 will work well in this map to cast some good shadows.
The ladder to get up and the tiny hole to get into this room were very awkward. Why would anybody have built the room this way?
Very obvious texture alignment problem, repeated on some of the outdoor wood, and in the other spawn room. I know players won't be in the spawn room long, but it might be nice to have a different spawn room for each team - perhaps with a locked door giving a way for players to have got into your map in the first place :smile:
I like the trenches, but IMO you need to put angled clip brushes around the wall supports so that players don't get stuck against them all the time. I found I had to run almost exactly in the middle to not get 'caught' on one. I also thought that to add another dimension to the gameplay here, you could have the tunnel that extends behind where I am in this shot loop around and break into some underground sewer running accross the main area beneath the flag. This could be mirrored by a similar extension to the tunnel of the other team, allowing players to come through and attack from the side. Perhaps the breakthrough points could initially be closed, and players have to blow them up with explosives. The tunnel could have water it to make it harder for a player from the opposite team to sneak around.
The aim of this screenshot is to show why you have an r_speeds issue - there is loads of face splitting. Try changing some things to func_wall so that you avoid this. Another thing to try is to manually split brushes in hammer in a way that causes them to not be split into three or four triangles during the compilation process - The compiler hardly ever splits things in what is the best way from a wpoly point of view. The walls to the main area are split quite badly as well as you splitting them yourself to allow a nice looking terrain. I thought given that you have split these walls up already, why not make the shape of them vary a bit more? They still seemed quite flat, but the varation on the grass was great I thought.
Overall it seems like a fun map for the number of players indicated.
Doh, just read that this is only meant to be part of the final map. I wondered why it said only 25% done :biggrin: I suppose then those tunnels will be extended to somewhere else, and the spawn rooms won't even exist. Ah well.