Your map really looks very nice on a whole. There are some spots that need a lot of help, however.
This is one of your low-detail spots. SOMETHING really needs to
be done in areas like these. The corners are especially
important, the boxy look just doesn't work in 3D games. However,
that's a very creative place to stick ar2_secondary ammo. A
gravity gun will get them out, but it takes a few seconds. Oh, by
the way, that secret area of yours is WAY too easy to get to, WAY to
easy to snipe from, and is right next to a magnum.
You placed a skybox of doom around your map.
DON'T PUT YOUR
MAP INSIDE A BOX! To make matters worse, there's a leak in
this screenshot. Because of that leak, this room is visible from
various places on the map that it shouldn't be. (Wireframe around
a bit). Look at SDK_Lockdown for a great example of how to place
skyboxes in a mostly indoor level.
This is why you can't place a box around your map. Not only are
you wasting file size with all of this, you're making your compile much
longer, and you're drastically lowering performance.
This pillar can be climbed, which is a good thing. If it weren't,
that room would be a dead-end big enough to hurt map flow.
However, while it isn't too hard to get up playing alone, in deathmatch
it will be almost impossible. Fix that, or cut it off (which
would hurt map flow, BTW.)
The lighting here is all screwed up, and it's very noticable.
Also, use playerclips to make moving easier during high-intensity
battles or slight lag.
Another really boring area. Also, it's super hard to sprint up
and down. I keep on hitting my head on the top, and getting
caught on the rails. In SDK_Lockdown, railing collusions are
turned off, and a slanted playerclip is placed over the rail.
Fix the lighting on this elevator. Also, that elevator is
annoying. It's too slow for deathmatch, and dropping down is
almost impossible without having the elevator come up and do
damage. Also, the sides of it shouldn't touch the wall
completely, there should be some lip. That texture change is just
way too harsh!
This dead-end looks odd. You may want to make a more natural
curve to it, leading to the ramp. In other words, it looks like a
passage should be there, but inexplicably there is none. It seems
as well that this whole area is a twisty, similiar looking, and
all-around difficult to navigate. Consider an extra landmark to
guide the player.
There seems to be another leak into the skybox. Same problem as the first one.
This alcove is way too convenient for a camper. There's health,
armor, SMG secondary ammo, a shotgun, and shotgun shells. Oh, and
that button over there gives the player feedback on pressing +use, but
the developer console tells me that it does nothing. There should
be a flag you can check to disable feedback on +use.
Wow! This area looks rather nice! However, I get a nasty
performance hit in this room. I'm willing to bet that if you fix
that leak two pictures ago and redid the skybox as I told you too
earlier, it would be a whole lot better.
The lighting is awfully strange. I can't see the borders on those
stairs at all, for example. Also, you may want to make those
stairs into detail, since you have some small VIS leaves right there.
There are several big things that need immediate redress, but you should make sure to hit the list above too.
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It's a nasty performance hit, and in deathmatch, life is often measured in FPS.
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SMG grenades and AR2 balls are
secondary for a reason, they're powerful and rare. I like how you
placed those two AR2 balls in that vent, but there are WAY too many
scattered around elsewhere. Same goes for contact grenades.
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I like the wind sound.
However, in 90% of your map, the audio is dead. You'd be suprised
how much of a difference it makes to the subconscience. Open up
your console and see what soundscapes are used where, it would sure
help a lot!
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You really need lips around
doorways. There are way too many places where a door converges
with a wall and there's a hard texture change. Outdent your doors
a little, and everything will look a lot nicer.
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