I tested your map this morning and i was a little dissapointed that pretty much all your detail is at C.
Since i've got a lot to say i guess i might as well just list them as pros and cons.
pros:
- This map brings "street fighting" to TF2 in a believable manner.
- Good attention to detail on the micro scale. Small clever scenes speak a story of life in this scenario.
- Your 2dskybox looks prettier than sawmills, is it modified?
- You've done well to make your brick buildings look as non-monotonous as they have turned out to be.
- Your spytech feels more spytechy than most have managed to achieve (if at all, as many entries lack spytech completely).
cons:
- Though your street scenes are fresh and original the buildings beyond the immediate play area are bare to the bone. Letting down the potential of your theme.
- bad attention to detail on the macro scale. The 3dskybox is bare despite the fact it is highly visible throughout A and B. Besides cramming boxes into holes in walls there is not much to your detail at A or B.
- Though you have junk strewn about the interiors your walls and structures and neat, tidy and methodical.
- There's a distinct lack of player clips, i snagged on half the objects in the map. Windows that look like you can walk right out of you cannot, crevices and gaps that look insignificant to the gameplay area are accessible and exploitable and the gaps between tiny props found at ground level make for nasty level 1 sentry spots.
- There's a lack of definition between what surfaces can and should be walked on.
- Though your screenshots show a variety of textures, the map basically consists of red and grey surfaces bar the couple highlighted in said screenshots.
- It's almost impossible to defend or even attack C from above due to the Glados like structure in the centre and spacious catwalk.
- Whilst 1:1 stairs are acceptable on occasions, especially when they cannot be avoided due to awkward geometry, the map almost exclusively utilises 1:1 stairs.
- Whilst many of the contest entries have had a distinct lack of RED in their base, yours hits the other end of the spectrum with a mighty red overload.
- B was bare and the props used are the ragged mining fences which look out of place.
Some suggestions (though they be too late for your contest submission, i feel you could improve your theme):
Swap your white wooden scaffold for industrial metal scaffold to compliment your theme. As a modeller you shouldn't have too much trouble with this.
Use more than just those metal garage gates to detail your walls at ground level. They're everywhere.
Make your buildings taller to obstruct visibility further through the map. Your optimisation seemed to be lacking:
jumping:
http://img.photobucket.com/albums/v213/grazr/artpass_acegikmo0001.jpg
ground level:
http://img.photobucket.com/albums/v213/grazr/artpass_acegikmo0000.jpg
This just looks thrown together due to a lack of imagination. It doesn't complement the theme and the wood looks too fresh and blocky.
One of the weirdest things about your map is that you made the map seem really small, whilst most have made it seem large.
On a final note, even though it is still possible to fall down into the death pit, it is next to impossible to stumble into from the CP. I was able to harmlessly
walk from the cp and land onto the floor by its side (because the CP is raised). You'd simply have to be the unluckiest bastard to fall down it, which just makes its presence annoying more than a significant gameplay feature.