Okay first off, 12 minutes timer on second stage, please no. Never do such a thing again. I don't care what dustbowl thinks, it should never go on for that long in one stage.
Now for the screenshots. A lot will be dark places you just need to add lights to!
Here at the beginning, these windows are too 'clean' and see-through.. Make them one with a wire-type frame through, like glasswindow001a
Lights please
This is the first blu spawn, and I know you like your lots of spawn exits, but you really don't need that many. I suggest getting rid of the right staircase and exit, with only the one underneath route.
Healthpackslol. What were you thinking?!
I would suggest rather have fewer [throughout the map] and just have them in key battle areas - the more intense the fighting you think, the larger the health pack, but that's just me trying to help you not make so many D:
Lights please.
You should never think it's too early for ground displacements! You probably were going to anyway at some point, but make sure this is displaced so it looks more like a shore or something.
Okay the big one. This is the final point of first stage, and my goodness those sightlines. You already know that it needs more than just the one converging route to the point, so I have made some suggestions in this picture. Red is what sniper should already see (roughly). I filled the gap between two rocks with one of those wooden barrier things. I would personally extend that building you get on the left forward to where the rocks are, and exit out there. Also, if you need a one way route for some safe harbouring of ubers, then I would put it in the right side cliff, and it's up to you where you put the entrance.
I also included a raised defendable area for reds on the left there, to counterbalance the new advances blu will have. I drew a little sentry with what sort of sightline it might have (not the full range obviously) - height and size subject to your will.
The tunnels going from 1 - 2, so very very dark. I didn't actually REALISE there was a route to the building on the left until noclipping through the entire place. That's how dark and un-noticeable it is.
A clearer view, the left part is just hidden completely from the point of entry.
back to that final point. lolsightlines. I hated that one ):
mainly that pesky sniper who ALWAYS managed to get me somehow.. but anyway.
I didn't feel like the first point could really be defended effectively, so here are changes I would make. Sorry about the mess of my drawing.. unskills.
I would make that building on the left blocked off, with a door only outlooking to the point, and a window, of size i do not know, looking to the right. I would add wooden decking around the point, and stairs leading down to the point from the railing, as the route through the building is no longer there. in order to help flow, I would wall the right route off a bit so that blu can't really completely circumvent red, adding a little bridge to that grey house, with a bit inside, and another small bridge back to the right (the other side of the new wall).
so ANYWAY, second stage
I really don't think you need THAT many spawn routes.
I would in fact, make the spawn here. (more lights please)
I would make the right exit here a drop down, by making the current ground a wooden platform bit or something, and then lowering the ground to the left of it. blu arrows illustrating routes
in red, that part seriously needed clipping. caused me much aggravation. Especially since it's right next to the point.
clip or raise ground to it, something (;
Also, as we had before, it all converges to one point /before/ the point, again. So I wanted to make it a bit more fancyriffic, and make it raised (i do love me some raises eh) , how much by i don't know, but going off left would drop down, and the way up would be from the stairs drawn in white, the one side of the rockpillarthing.
You could try spicing the house up a bit, but that's for you to do.
Lights please.
Now this area I wasn't really too sure on. Personally I think it would be better just to split it up after you go through the two doorways, rather than them both leading to the same place.
How you make that split is up to you.
This is back on the first point because I forgot to cap the point to get me more time lol
But yeah, the stairs need to be neatened up here!
Not exactly sure what's going on, but there was a yellow line across here, So take a look in hammer what's going on there. Brighten those lights too.
Really need signs to make it clear where you're headed for!
and not just above these doorways.
lights lights lights.
I didn't get to play for the final point, defending or attacking, so I can't really give any feedback on it.
The album of all these is
http://img190.imageshack.us/g/cpforeshocka10000.jpg/