Okay, stapled this together for ya. Hope you get something out of it.
Note to self: Snarkpit seriously needs a freaking preview button.
Clipping
Here are a few areas where I found the movement to be a bit difficult (i,e. Jumping and not be able to move, getting snagged, etc)
I got stuck here. Exactly where I'm standing.
Graphics
Graphical flaws and suggestions. You
seriously need to check that your textures are aligned, since I was seeing misalignments all over the place.
Turn this into one big func_water, in BSP viewer, I saw that you had numerous water brushes here.
For such a long stretch of hallway, I'd think there'd be something "a little more to it" than just this. It felt really plain :/
Yea, I know the light is coming from the water, but water isn't a technical light source from what I know of :razz: General nit pick.
HOM effect in the cave area.
This really doesn't come off as a ladder texture. It's pretty hard to climb up straight wood last time I checked. :razz:
I realize that you're dealing with wood on slopes, and at 90 degree angles, but I still think the ceiling texture in this strip of hallway isn't very aligned.
This rather long section of hall felt very prefabed/copied and pasted. Some variation would definitely help.
Stretched texture on this wall support. You copied and pasted this wall support throughout the entire hallway, so you have this stretched texture on each of them!
The background in this area was really empty, as you can see. I suggest you add some background detail/building/structures/stuff off in the distance.
It appears those lava filled lamp posts are emiting light -- but with little effect or ambience. Sounds? Sprites? Glows? I think more can be done here -- my suggestion is in the image. :razz:
Texture misalignment.
Having a flat dirt floor suddenly change into rock seems a little sudden on the HL1 engine. Once again, minor nitpick.
Gameplay
Okay, this map seriously need more weaponry in it. With 3 bots and myself running around the map, making 4 players, we really burned ammo quite a bit. It was usually 1 well equipped player against a bunch of other players with glocks or maybe a SMG/shotgun. More ammo would have been nice, to.
I also felt that the map had little cover in it. When you encounter another player, there is no where to run, take cover, lay a trap, or do anything -- the map consists of huge open brown hallways, and it could use flavor in that mix.
Final thing is this sniping tower I stumbled on:
Bit fortified, doncha think? One player with a crossbow and a careful trigger finger can clean house in their, though I guess it depends on your playing preferences/style and those of other players.
Breaking the laws of mapping since 2003 and doing a damn fine job at it