itt jealous map makers with no understanding of mid to high level gameplay complain about swaty and his maps
Lol
Now what i'm going to say will sound like a personal attack but SWATY should really take this as serious feedback. Particularly since a lot of this has already been said to him before not only in all of his map threads here but on several mapping message boards including interlopers and FPSB.
These issues need to be addressed SWATY:
Your detailing is repetitive and unimaginative.
The same props are copied and pasted throughout your maps. Detailing is making a place look believable, not just making it look "pretty". Your maps look nice because the props and textures are to a quality that improve your maps overall aesthetics. But the use of props is tragically ill thought out. For example
why is there a tap here?
Most of your "good" details are literally stolen from other valve maps.
You need to stop relying on existing details from other maps and do some visual research of your own in order to make something original. This is the main reason why no one respects you. You havn't taken the time to actually learn anything practical in hammer, as a result of cutting corners people can still tell what's "SWATY" made and what's Valve made. This is just because you're new to hammer and cutting corners is slowing down your learning process of the tools available to you.
Your own detailing is largely illogical and mostly arbitrary.
You seem to just have a poor understanding of aesthetics and really need to do more visual research (for your own good). This isn't an insult, some people just havn't trained their eye for it. This stuff comes with practical experience and second+first hand research, which you're not going to get by copy and pasting the same props throughout your map and taking from Valve when you get stuck, then dusting your hands of it. Nobody minds people using Valve as a reference point to learn from, nor using consistant details that help maintain the TF2 narrative. But then there's just blatently ripping them off and being lazy.
Your understanding of what players want seems to be skewed.
Each of your maps has major flaws in both layout design and (less frequently) scale. Paths end up too long, others are OP. This seems to be partly as a result of your lack of patience for the development process. Your maps come out of nowhere in beta and you (and this isn't limited to you, we all do it) because of the large amounts of detail you would have to redo/delete in order to modify a layout, you mostly refuse to do it. Usually claiming that these arn't the intentions of your map to perform to a certain conformist patterns and that other players we've never heard of or seen think it's awesome. That's not to say you havn't tested the map at all or that it hasn't had kudo's from some players, but you just don't seem to like the idea that your map may need improving/is not perfect nor ready for a beta release. Just because it looks like a beta because of all the detail, doesn't mean the gameplay is up to par. Now you do take some advice, but you do seem to ignore the most important pieces (which do take a little more effort on your part, so it's not hard to see why you would be reluctant to do so).
This map happens to be a prime example of this fact. A load of corridors and narrow pathways, some even flanked by pits of death. CTF already suffers in TF2 from slow gameplay mechanics and the radar on the HUD that helps defence and reduces cap rates. Confining players to linear movements is the last thing you would want for a CTF map. If you had realised the issues that plague existing CTF maps by doing a little research your map would be drastically different (and dare i say, better).
Your displacement morphing is adequite at best.
You should research what cliffs actually look like or get some displacement practice in.
Infact i'm finding a trend here. Research. Do it. You can have all the competitive play testing support in the world but that wont help you truely make a wonderful map. It's for your own good to acknowledge these issues and resolve them to improve your skills.