Time for some Feedback Yo!
-the stalactite/stalagmite props are super black compared to the stuff around them
-floating prop, also remove collision for it
-I really dislike this mix of cave roof and concrete. It doesn't fit together all that well imo and I feel it should be either one or the other. Either cave or not
-the floor plate texture on the frame here is an odd choice to me
-I really like how you can see to last through here. It's neat.
-This thing is big enough it looks like you can go in there except it's all clipped off. I don't think people should be able to get in there so maybe this whole detail area would work better pushed out of bounds
-floatin' props
-paint patch over the hole in the texture?
-I don't think this stuff at the top is supposed to look like that
-prop in the brushes
-even though this window is mostly open, you can't shoot through it. Maybe put some chicken wire in it so you can quickly tell it's solid
-this light prop doesn't fit the shack theme of this....well...shack
-no collision on this tank prop
-the mop isn't touching the wall
-remove collision
-I think this window is using the wrong cubemap
-seam in the displacement
-these pipes lack collision even though other pipes in the map used in a similar way do have collision. It's inconsistent. Also why is there a wet paint sign when there's no paint nearby?
-The monkeynaut locker does not fit the rest of the map
-you can see behind the door prop from here. Maybe just clip off this whole area with the truck
-this might look better as just gravel instead of gravel and dirt. Also make it a displacement so you can give it some curve so it's not as flat
-I can stand on these
-can get caught on this sticking out board
-misaligned texture here, also clip it smooth
-misaligned texture again. Also I don't really like how thin the space between walls are here. It's awkward.
-Use a wooden door frame here instead of having the side of the brush
-this break in the texture on the floor here looks a bit odd
-I'd suggest moving these pickups over to the larger flat wall instead of the weird corner thing
-This looks neat. Seems like I should be able to get closer to the water than the clipping allows
-remove collision on these props
-displacement seam
-remove collision of this prop
-clipping on this ledge leads a lot to be desired
-clip it smooth
-the gargoyle spawned 3 times while I was looking around and each time it showed up in the same spot here
-odd to have the flat holes in the metal textures here when it's a thin wall you can easily see both sides of
-visible no draw
-detail sprite inside the prop. You can see detail props in hammer++ to easily find these
-this rock in the displacement here is just odd looking to me. Also misaligned texture on the left
-easy to see fade on the light switch by the white patches here
-remove shadows on the metal props
-you're rooves are really thick all over this map. I usually keep mine around 4hu
-hard to see that there is glass in this window, also misaligned texture
-clip the light post smooth like the beams near it
-There is such a thing as too many signs. In this spot you've got 3 separate companies, only 2 of which have something to do with the mining theme of the map. That said, I like the Captain Dan's sign where it's at, so I'd suggest removing the other two so the area doesn't look as messy
-I'd put the light fixture here above the door instead of below it. As it doesn't have any collision it's very obvious that players go through it
-I can get on top of these light posts
And that's it. Last thing to add is that I noticed some env_shake going on while walking around the map but there wasn't really any explanation as to why that was happening. I guess it has something to do with the vortex at last BUT unless you are at last, you can't see the vortex. Even when at last there still isn't much to give a reason for the shake, at least not yet.