Thank you for your input. The majority of those issues I'm either a)aware of or b)don't have much left in compile limits to address. (sorry if my comments are really out of order)
I found the HOM error, and a few of the others while I was running around before this critique and they've already been addressed to.
The darkness of the map tends to alter with each compile (I don't know why exactly) I could probably just up the minimum light a bit.
I've put up supports in most areas, that allied tunnel still needs a bit of work, I'll probably end up making it squared with supports.
I know about the alignment issues..only problem is, it's either going to be aligned but stretched or it will take me days to align everything. (Think about the sheer amount of walls and how I'd have to make them all aligned in sequence.
I could throw a fence in that spot for sure in the Allied spawn.
As for the light through the door, I know about it, but I can't change them around for fear of spawn camping. I'm working on adding a similar anti-spawn camping that the Axis have into that door area THEN I can fix that light leak.
That table -used- to have fallen chairs near it, but it was at that time I ran into the precache model overflow error, and deleted them in a frenzy to try and lower entities, I've figure out what the cause is now, and I can add a chair or two there. As well as break a few of the rails too.
That dark tunnel is intentional, but it will be brightened a bit with next compiles. (it's hard to find a light balance, as too bright is nasty, but so is too dark.)
I know the water somewhat "ends" but I don't have any more wpoly that I can use, that area is already pushing it. It's flowing slow enough that I just think of it as a sort of pond, but if anyone has any solid ideas then by all means say 'em.
As for the smoke, burnt-ness and such. The church at least, well isn't on fire so I think it's fine as-is. The logs and most trees are default models, so unless I can find otherwise I'll work with what I have. I
could add sprite smoke in some areas so we'll see about that. I think there is a destroyed car model, so I'll add that in place of the other car and just destroy the area around it.
As for the guy crushed by the rocks (which is just a little detail anyway) I don't think blood is necessary because the height of the rocks isn't really enough to cause anything more than internal damage.
I've also fixed the clip on the two trees in the main area, as well as made the stump of the tree over the river a lot nicer than what's in those pictures.
Overall it's fairly "clean" because it's suppose to be a recently battled area (within a day). So the trees on their sides would still have their leaves and such. I'll add a few fires, smoke and whatever else I can squeeze in.
Thanks for pointing the stuff out, I did find some of it myself as well, but this helps too. Comments/suggestions from others are encouraged.
[edit] as for supports on the walls throughout, I think I can put them in at joints (some wood supports). Very minimalistic though.