I convinced some of my buddies at Alpha Omega to host this map and we played it for awhile; however, before the server got active, me and my admin buddy took a gander at the level design. Here are our thoughts, and suggestions.
Um... huh? lol
Settings an object like this up against glass is never a good idea because it defeats the purpose of the glass which is to see through it to the other side. However, setting it within the glass just raises my eyebrows.
http://cloud.steampowered.com/ugc/560908400659817530/6F7DDB9DFC44407E310630D5DC5E5ABDDC70BD89/
First thing is first, and it's the placement of the two ammo cabinet locations within the beginning spawn points. I'm not talking about the screenshot above, but instead talking about how it affects Engineers who build at the beginning of the game and then later move their buildables. I suggest moving them closer to the doors.
Lava could be animated, and could be applied on a displacement to make it seem as if the lava were moving.
http://cloud.steampowered.com/ugc/560908400659820558/5AD840C25D5591B0B95600FF829784373AA0144D/
I just so happen to have an animated Lava vtf/vmt for you that would look perfect for that area!
http://www.mediafire.com/?feaiwd230r3otp8
Whether or not this block placement is intentionally climbable to the top of this platform is unknown, but it is and it's a bit difficult because of the platform at the top. Please consider fixing this area so people can jump from block-to-block easier.
http://cloud.steampowered.com/ugc/560908400659822102/041A2CBBD281F29B2FF189F1B26F1D32F9914289/
There are two points you can get up to the second floor. One on the left being the stairs, and the second is by jumping up a series of boxes and a block or two. The second floor needs more cover for people who're jumping up to this area; otherwise, it won't be used because you'll get killed to easily because you're out in the open.
http://cloud.steampowered.com/ugc/560908400659814150/F710CE1C0021077B471263283C89C181453343D4/
Currently, this area is unoccupied and probably never will because it proves little to no cover. It could be a great place for Engineers or Snipers, but it's just to open. By providing a little cover wall (No roof to this wall), it'll be used more. Those who may uses this spot aren't invulnerable as well, you could lob a few grenades from the demoman, or a rocket or two to get rid of those dirty campers. Jokes aside, it's a great location that will never be used unless touched up for cover a little.
http://cloud.steampowered.com/ugc/560908400659815733/8125EB3B0839319176FC915F546D9A57667867EF/
This map seems very Scout oriented because of all the jump possibilities, this spot is no exception. It's a really well placed spot if you have a talented engineer who can jump mid-air and land a teleporter on the side before falling.
http://cloud.steampowered.com/ugc/560908400659811868/374A3BD22DEBB079D96678C26D740E40D2910887/
The following is either a game-breaking, or epic win. You choose.
Where my cross hair is placed could be a window. Directly behind this wall is the middle area (See screenshot above this). It's a prime place for snipers, yet doesn't make them invulnerable to other classes. With all the open areas on the map, this may help balance it. The gameplay is balanced on this map for the most part, it's just a very open map and there aren't a lot of places for snipers.
http://cloud.steampowered.com/ugc/560908400659818975/84A6D0FBED6AA0D600347F92D16E830C0463B90F/
This little spot that I mentioned above really irked almost
everyone who played and ultimately made them ignore this jump completely. It's too difficult to jump to that ledge.
http://cloud.steampowered.com/ugc/560908400659824178/0301CB61C55680FBD0DCA1132796CB812F9855B7/
Our overall impression of this map was that we both could see this map being accepted as a Valve official piece, although it's still beta for a reason. It had really solid gameplay, although lacked cover in obvious spots; some of which were to difficult to access by means talked about above. A lot of us also found it very disorienting when you captured an area, died, and respawned in a different area. Once exiting, you had to get your barrings. It was especially annoying for Engineers with teleporter entrances.
The map is beautiful, well place props and great level design. You don't see a lot of maps with this much detail, such as buildings outside the map specifically meant to add to the detail that the map provides.
P.S, if you're ever looking for a props modeler, I wouldn't mind. Hit me up via PM if you're wanting to see some of the stuff I've made in 3DS Max.