Having played this for the first time the other day my initial feedback is going to try and impres upon you how terrible vis is for this map. You've got massive long sightlines, you can see through thin slivers of doors and windows, every building is way below even mild jumping class jump height and there seems to be some kind of floating platform as a main gameplay feature that can see 100% of the map.
Without serious thought into vis, once you start putting anything more than dev boxes into this map it's going to turn into a treacle tart.
Try and fix this without changing much of the gameplay, but you will, inevitably have to change some areas substantially. You should break it up into at least three distinct vis areas, each of which which cannot possibly see the other two, from anywhere within them. One as mid, one as each team's side. (do 3 that can't see each other at all, or 5 that can partially see only the two either side of themselves)
If you want to keep most buildings short, put a thin row of super tall ones as the division between these areas. Big fences like goldrush/cactus canyon have are visually OK way to do this as well. (even if they're a little boring)
I feel it would be unfair of my to offer any gameplay feedback until I see a map that could at least concievably be optimised. You're not there yet.
Without serious thought into vis, once you start putting anything more than dev boxes into this map it's going to turn into a treacle tart.
Try and fix this without changing much of the gameplay, but you will, inevitably have to change some areas substantially. You should break it up into at least three distinct vis areas, each of which which cannot possibly see the other two, from anywhere within them. One as mid, one as each team's side. (do 3 that can't see each other at all, or 5 that can partially see only the two either side of themselves)
If you want to keep most buildings short, put a thin row of super tall ones as the division between these areas. Big fences like goldrush/cactus canyon have are visually OK way to do this as well. (even if they're a little boring)
I feel it would be unfair of my to offer any gameplay feedback until I see a map that could at least concievably be optimised. You're not there yet.