I'm not going to embed them because -- again -- there are 53. And this is just about detailing. This has nothing to do with the gameplay of the map, which I also see a ton of problems with, but I'm going to disregard that for the time being.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20000.jpg
In this shot you've got a poster breaking the 4th wall, or coming close. It's incongruous and I don't like it. The fence over the spawn is weird. Either think of a new spawn layout or just stick blockbullets up there. There's no reason for the fence to be there at all.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20001.jpg
This kind of fence (the mining reference one, to be specific) doesn't belong on wood. It goes in dirt. What goes in wood is railings or brush-based wood fences, but not this one. While we're looking at this, I want to say that you overuse the sniper fence from 2fort a lot. I see it everywhere and it drives me nuts. No one would arrange so many fences with the corrugated metal the same way like that. Cut down on them.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20002.jpg
It makes no sense for a support beam in this house to go through the door. If it's a detail beam and not a support beam, it needs to be higher or lower regardless, because you also wouldn't have a wood detail on a house be cut off by a door. Also, there's a brush clipping into the far left window.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20003.jpg
Buildings are not made of posts. You can't just make some posts, stick some wood in there, and add a roof. That's not how buildings in TF2 work. Also, there's no way that roof is supporting the upper house. I know we can't see the inside, but we can imagine the inside, and it's either empty under that house or there's a huge diagonal wall supporting the top house. This doesn't make very much sense. Truthfully I think about this house a lot. Every time I play the map. Bugs the shit out of me. Nothing about the geometry here makes sense.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20004.jpg
Put the tools/black texture over this wood where the conveyor belt enters. Also, why is there a window on what is ostensibly just a junction?
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20005.jpg
Why would the corrugated sheet metals be used as cover here? Cover in TF2 is meant to be practical items set up for practical reasons, except in very few cases -- e.g., a certain team expects an attack and sets up a barrier. So you have to think of these sheets as practical, and not for cover. But what are they doing there? Why would you do that? The ramps are fine. It looks random and something done as needed, which is fine. The other ones aren't.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20006.jpg
Okay, a couple things. First all your staircases in stage 1 and most in stage 2 and 3 are too steep. It looks like you're doing a 1:1 angle. You want 2:3, or 1:1.5 at the least. 1:1 looks bad on anything other than 64 unit tall stairs. This applies to steps too, but I think you see that already. Second you do this all the time: pallets. You have pallets in places they don't make sense. There's no way to get up here besides stairs, but pallets are moved with big rolly things, called
pallet jacks. As someone who works with pallets and pallet jacks, this drives me insane. And your light is off center. That combined with the monstrous height of the stairs makes the door look tiny.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20007.jpg
You don't stack pallets like this unless you like making more work for yourself. Also the dynamite boxes would be carried with a hand truck, not a pallet, because use of a pallet requires the load be worth a full pallet, or otherwise you're wasting time. This is actually one of the first places where I think you've over detailed. These props could be removed and no one would care at all.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20008.jpg
This deck is floating.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20009.jpg
This is not what the conduit model is for. It is not electrical wiring, it's a pipe full of wires. It shouldn't be going to one light. The idea with the conduit is that wires come out the top, snake through the ceiling, and then go in the lights. Just delete everything but the one with the switch.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20010.jpg
Why is this fence here? Return to my comments about cover as practical objects. And why is that fence over the track? Who would build that fence over the mine track instead of just recycling the track itself? Something about this area needs to change.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20011.jpg
What the fuck is this?
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20012.jpg
This room is a huge spiral, which sucks. If there are enemies at the top, you can't get up, because they've got health ~192 units to the right, and you don't. The stairs are steep, again. I left a comment a long time ago, when you were in alpha (but still this detailed!) about how you should drop your entire first stage by 1/3 of its height.
You should do this.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20013.jpg
More corrugated metal on a conveyor belt: why? Why would anyone do this? What purpose does it serve? Because it looks terrible and doesn't serve a purpose. No sightling is blocked like this, and if you're worried about spam, stick a blockbullets brush there instead, but I don't know why you would be. This is another instance of something being over detailed. Also, the mining rig on the building behind it is meant for skyboxes. It looks unrealistic this close.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20014.jpg
This junction box is too close to the door. On the top left you've got a building with the supports actually extending past it, which is wrong. Go look at Upward or Gold Rush and you'll see that the buildings actually need to go past the support or it doesn't look right. Also, why do half your low roofs have that little lip? More over detailing.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20015.jpg
Supports are too big for that terrace. Windows are spaced oddly. Roof is too thin.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20016.jpg
Why are there boards over that grate? Also, why is there a grate there? That's not strong enough to hold people, let alone a Heavy. Look at stage 2 of dustbowl for properly sealed vertical mine shafts. This just looks wrong.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20017.jpg
This is not how a mine tunnel would be sealed. And the prop has bad lighting. The texture above the tunnel is crooked, and the textures to the right clash.
(One thing I've noticed about Canyon Fodder is that you use a lot of textures. This probably ties into the fact that you over detail in a lot of spots; you're afraid of things looking samey or boring. Stop worrying, because right now it looks bad.)
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20019.jpg
More wrong ways to seal a mine tunnel. Also, who would build into the rock? You don't need all that brushwork.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20020.jpg
Unnecessary over detailing. Also it's symmetrical with the other door. Also... why build the beams but not something to go over it? This makes like zero sense. I'm not sure if some of the detail decisions you've made are because you think TF2 is kinda zany, so they'd do this, or if you just thought it looked good. It looks weird.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20021.jpg
On the left here we're in support beam Hell, where 3 support beams need to be arranged to hold one crossbeam. On the right, you've bizarrely placed a resupply on a raised platform for no reason I understand. Maybe there's a gameplay reason? You thought having to jump this would nerf some kind of insane blu push? I truthfully don't understand. Also the stairs are too steep.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20022.jpg
What is that thing? I guess a chute. More importantly, if you mentally follow the chute up, there shouldn't be room for anyone to look through a window at what the chute spits out. This entire screenshot is another case of over detailing.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20023.jpg
Why are these here? It's like confetti. Over detailed again.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20024.jpg
What is this stain from? Why is the dirt flush with the concrete? And also, you've actually missed a spot where texture differentiation would make sense: between those supports. Though I think those supports are a bit extreme for that doorway.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20025.jpg
What the fuck is up with these windows? And those roofs? And those pop-out windows? Just get rid of them, and simplify that center thing.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20026.jpg
Why are these sideways? Why are the window models in the pop-outs different? Why did RED build a blue tower between their stuff? Why is there a railing there?
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20027.jpg
How do you get in here?
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20028.jpg
Why is this recessed into the ground? This door looks big enough for a pallet jack or maybe a few hand trucks, but that step makes it worthless. This is another case of over detailing.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20029.jpg
Why is this here? Why not make it flat? Why is there a lip? Also, I count 3 wood textures in here. Take it to two: one for beams and one for the floor stuff. Make the beams dark, because it clashes like this.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20030.jpg
This pipe goes in wood, not concrete. And why would that arrow be on a door? You don't want to mislead the delivery people.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20031.jpg
Change all this white to brown. Also, why would RED build a blue building this close to their second point?
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20032.jpg
No feasible way for a pallet to be up here.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20033.jpg
What is this metal stuff here for? It's over detailing again. Also your vents are symmetrical, and they'd look better if they were a bit different.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20034.jpg
This is a RED building, in the heart of RED's operations, but there's a BLU Industries sign on it? And... a blue shack? This makes no sense.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20035.jpg
Why is this fence here, why is this building blue. Again.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20036.jpg
Sniper perches suck, and I'll tell you why: they give cover to the only class that can one shot you across a lot of space. I'm not saying I dislike snipers or snipers suck, but consider the following: a sniper will always be wherever they are most annoying, because that's how they have fun. It doesn't matter whether you make a sniper hole for them or not, because they probably won't even use it, and will just abuse some random, ridiculous sightline in your map that no one ever noticed anyway. What I'm saying here is that catering to snipers with perches is a waste of time and effectively creates a dead space in your map where nobody really wants to go.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20037.jpg
Also it's so tiny and narrow that it's a death trap if anyone does get in there, and bad for spies that want to decloak. This shot also illustrates something you do a lot, which is adding a little foyer to a lot of areas. You don't need that introductory area after the first door support. Just open the area up. You could stand to do this in so many places, i.e., before 1-2 in the high flank for BLU.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20038.jpg
I don't understand what this area is meant for at all
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20039.jpg
These supports are too flimsy for this center building. The windows are random and suggest tiny immovable spaces inside the building itself.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20040.jpg
Window spam. I suggest turning this all into a single slanted roof.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20041.jpg
More conduit tomfoolery. This doesn't even make sense; obviously one of those lights is powered from inside the wall so why aren't the others?
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20042.jpg
This feels like Gold Rush! And it's a bad sniper area.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20043.jpg
What is this and why is it here?
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20044.jpg
This is clearly 1:1. It looks bad, sucks to traverse, and is high. Also the metal just... ends. Weird.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20045.jpg
Lonely light, and boring. This could use some supports as well, but not the flimsy kind. The real kind.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20046.jpg
Another building that is too thin and needs to go over the supports.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20047.jpg
This staircase not only looks silly, but is silly. I suggest rethinking the geometry and sticking it inside that little nook.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20048.jpg
Why is there dirt here? If they put concrete on the other sides of the dirt, where the ground is the same level, why not there? Or wood? Budget shortfalls?
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20049.jpg
The pipe coming out of this tank is weird.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20050.jpg
Supports are too flimsy. As an aside, all these ibeam textures are ugly as hell. You're better off using wood for anything that isn't concrete.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20051.jpg
This building is gross, and it's quite obvious that the conveyor belts don't go into it.
http://calcified.net/maps/cp_canyonfodder/b2/cp_canyonfodder_b20052.jpg
This is an indoor only vent.
I am not the only person that thinks these things, you know. You clearly know what you are doing in Hammer, but it feels as though your map lacks a cohesive thread, a central idea, a sticking point. I mean, it's obvious this is a mining facility, and it's clear you read the guidelines -- I can see that radio tower from every point on the map -- but when you get down to gameplay space and detailing and height, you flounder.
I'm not going to name people, but when chat saw my previous post several people quickly agreed with me that your map is bizarre, and that's before anyone talked about gameplay, which suffers probably more than the detail. They also all mentioned that any time you're given criticism you are quick to ignore it or just flat out get mad. And you've gotten mad at me before for saying things I've said here.
But the thing is that I hate to see someone who has great skill in Hammer not actually
make something great, so I'm trying to help you. You clearly understand the tools, but you don't understand the process, or at least you don't understand how to interpret feedback in a valuable way.
Try taking a step back from your map and asking yourself if you've really created something that feels like TF2, or if you've created something that feels not like TF2. I can safely say that when I play your map, I don't feel like I am in the TF2 universe. There are loads of other custom maps that feel like TF2, but because of all these minor things the immersion is broken and your map feels off.
And, again, this is before gameplay comes into it. I can't say I appreciate the large swaths of No Man's Land, the height variances, the bizarre cap layout, the walk times that don't seem to correspond to anything, the snaking flanks that don't go where I expect, the pickup layout that makes little sense and seems random, etc.
I think if you want to make this work you've got a long way to go.