well, I won't go into details here but func_detail will greatly increase the compile speed of your map.
He doesnt run vvis in the first place
otherwis he would have a portal file
idk why you leaf ambient takes ages, course you dont have lightning D:
well, I won't go into details here but func_detail will greatly increase the compile speed of your map. see vvis is the process that calculates visibility and detailed stuff are a pain in the ass for vvis. so yeah, start by puting the pylons and stairs on func_detail with alt+t and then start reading up a little bit on optimization.
proper optimization will make your compile sooo much faster.
It appears that would be the case, however, snipers can easily kill off pyros and the other classes work quite well in it.
You'll notice that the enemy spawn is also hidden behind the pylon, so you can't directly see the enemy spawn entrance from your own spawn entrance - i.e. you can't just spam heavies from there, though I have noticed that heavies can cause a bit of a problem during gameplay as they are fairly hard to get off a pylon (especially in games with low numbers of people when the heavy has a sandvich).
It hasn't been tested with a large number of people (greater than 6?), but I think it should still work quite well for a large number of players from the experience I've had testing it with lower numbers.
cp_pylons is/will be a much larger map with 4 control points, 4096x4096, in which the first 3 pylons also move up and down to shake things up a bit (it gets very interesting when trying to attack from pylon to pylon).
Generally demomen and the health cabinetNein, nein, nein, nein, nein, nein, nein! Spawnrooms must always be separate areas that are inaccessible to the other team! What's stopping an engineer from building a sentry gun around the corner?
1) Moving pylons D:!
2) Seriously, this needs to be a map, not a square with poles :/
3) Listen to what they said
4) Look at #2
Don't mean to be harsh but..