This map is incredibly 2007-pilled, and for that reason I love it.
However, I feel obliged to point out a few things:
Throughout the entire map, there's only two health pickups and two ammo pickups. This is going to make it incredibly annoying to be on low health, since you might have to backtrack 20 or 30 seconds, or run through contested territory, just to find health. It also forces someone on your team to play engi or medic, which can cause toxic bickering if no one wants to. I personally find it hard to imagine why someone would want to swap to engi on a map with no metal!
The points are incredibly close to each other, and close to BLU spawn. It feels like if BLU ever uses an uber, they'll be able to capture both points before RED can even respawn, which is not exactly engaging gameplay.
For reference, it takes me FOUR seconds to get to A from BLU spawn on this map, whereas it takes 10 on Mountain Lab.
And, after A is capped on this map, it only takes me 9 seconds to get to B, whereas it takes 17 on Mountain Lab.
Which means it only takes 5 seconds to go between A and B on this map. That's half of the shortest possible amount of time RED can spend respawning. So you can maybe understand why I think BLU winning one fight means they'll capture both points without any chance for RED to stop them.
By the way, BLU will spend 10-20 seconds respawning on this map, the same time as RED. Maps typically use the SetBlueTeamRespawnWaveTime input to tf_gamerules to set it to a value like 2 or 4, so that BLU doesn't get pushed back to their spawn every time a few of their players die.
B is very close to RED spawn, and with BLU's long respawn time I can kind of see B being possible to hold. But basically, because of the factors I talked about above, A doesn't have a chance of being held by RED, unless BLU is really bad and/or doesn't have a medic.
BLU's spawn is also extremely campable. It's just two doorways that lead to roughly the same place, and after setup time it's possible to spam stickies directly under BLU's spawn points so that you can insta-kill them immediately after they spawn, like so:
BLU can also do the same thing to RED until A is capped:
I can guarantee players aren't gonna enjoy dying and waiting 20 seconds, only to then get immediately spawnkilled and wait another 20 seconds for it to possibly happen again!
BLU spawn is also designed in a very do-or-die way. Either RED spawncamps BLU, or BLU gets a free route directly to B (and by extension RED spawn), even before A is capped if they want. This means that the stage will probably never feel like it has balanced gameplay - it'll always be one team spawncamping the other.
I love this upper area.
These vent holes look like they're meant to be routes, but they appear to only be 48 units wide/tall, and crouching players are 49 units wide and 64 units tall, so it's impossible for players to fit into the vents. I think there are also some shutter doors around the map that players are meant to be able to crouch under???
And even if this vent wasn't inaccessible by virtue of being too small, it would still be inaccessible because of this wood beam going
right through it.
The wood beams also block doorways and windows, which is just not how wood beams are built in real life. They're supports for walls, so it doesn't make sense for them to be supporting the empty space of a doorway or the glass of a window. Although there are probably many examples of builders fucking up and putting them in front of a doorway in real life.
There's a weird flickering thing with the prop lighting.
Additionally, when I load into this map after loading any other map, my game will crash and give me this error message:
I suspect this is because literally every prop in your map is a prop_dynamic. prop_dynamic uses real-time shadows, so if you have too many prop_dynamics, it could maybe "overload" the real-time shadow system and cause this weird flickering as well as those crashes. You need to change most of your prop_dynamics to prop_static, which uses an older, stabler, pre-computed shadow system.
Why can't I stand on this metal roof, despite how I can stand on the balcony above it?
Why would this grinder instakill me if it isn't even moving? It just doesn't make sense.
There's nothing blocking my way here, and a ramp that looks like it's meant to let me get over the fence, yet I can't use this ramp area as either team.
Why are there two planes of lava here? Whenever I fall into the death pit, I fall past the first one and on top of the second one. Is it meant to look like my ragdoll sunk into the lava? If so, why not put it
directly underneath the first plane so that I can't see out of the map when I fall through?
It's possible to escape the map here by rocket-jumping.
What are these?