WALL OF PICTURES INCOMING.
So I flew around RC5 a bit, and got some things for you. Only detail stuff, no gameplay feedback. But the later is pretty well set now.
Ok so here goes in totally random order.
Floating sign is floating. Goes for both sides.
Thick metal floors supported by puny wooden support, and only on one end. Goes for both sides of the map.
Nobody can see this huge wall yet it eats up file size for the light maps. And beyond that big thing on the roof the wall is as thin as paper.
Obvious ghost lighting.
Wrongly lit prop. And where does that patch of sunlight come from? Prop is properly lit on RED's side.
Competent players know there's a staircase there, but that one Gibus Heavy will miss it. Point the sign slightly downwards. Goes for both sides of the map.
Misaligned texture. Is good on other side of the map.
Double floors eating up lightmaps. Nodraw them, or clip them away.
Obvious hole is obvious. There's another one on the other side of the wall, right across this one.
You made your own tutorial on how to rotate textures but you forgot to do it yourself right here. Same thing on the other entrance.
I WILL STRANGLE YOU. GET THIS STRAIGHT. (next to middle cp, next to the wooden plank. Goes for both sides).
The following 9 pictures have one common theme. Have an
imgur link.
The point is this: all of those underground areas are never seen by people, so why bother with proper textures? Clip them away or nodraw them so the bsp doesn't have to store so many lightmaps. You'd get rid of a lot of unneeded lightmaps which lowers the overal bsp file size.
The sun angle is all wrong compared to where the sun actually is in the 2D skybox. In the 1st picture, the shadow extends so far down as if the sun is in the middle of the frame. In the second picture the sun is right behind the building in the center (just left of the chimney) yet the ground is still fully lit.
The wood near the grassy and dirty ground is waaaay too clean. There are dirt wood textures for this.
Wood texture on the underside of a building in a detail area outside the playable space. Nodraw that thing.
Give this wall a nodraw, or just clip it away. It's not visible at all.
That should do it. Sorry for being nit picky, but Valve will do exactly the same thing when they review a map that has potential to become official.
soupcan out.