pl_gloryhole_b1
Gameplay
The main problem with gameplay in this map is that it is rather messy. There are a lot of flanking routes, that are barely used by anyone, just causing confusion among players. Most of the time players tend to follow the payload track, which of course isn't bad, but there should be some variety in gameplay space they experience.
The 2nd Dynamic element, really removes any fun of being an attacker, actually most of the area around the 1st capture point offers more advantages for red team, rather that balancing it, between both of the teams.
Poor clipping, in most of the map, especially the later areas, really make gameplay chokey, and players often will get stuck either by moving too close near beams, or hitting a unclipped prop.
Then the problem with last area is that opposite to the 1st capture point, it offers more advantage for blue team rather than red team, often resulting in a heavy roll, which red team isn't able to stop.
Balance
Most of the balance issues in this map come from the 1st capture point, and the area around it. Not only it has a strong sentry spot, which rarely can get destroyed without a skillful spy, or a good medic+demo/soldier combo. There also is that annoying dynamic element, which is the main cause of losing the map in early stage. Most of the time blue team manages to push the cart to the element, activating it, but however, they lose the match because of the lack of time, and that the element turns slowly. A good way to fix this would be moving the capture point before the element, which would add time required for it to turn.
This is the reason for the difficulty curve to go off, and over 70% wins for Red team, against less than 30% for blue team.
Class wise, however, the map did feel quite balanced, with both chokes and height, and also it didn't lack open areas. Although, often the cramped space made the gameplay really bad, making spies and pyros dominate in low area buildings, especially in 2nd capure point.
Dynamic element
Well, it really depends on whether people like the main dynamic element, or not. When playing the map first time people had a hard time to understand what to do in the first dynamic element part. Even though it is labeled as control point, it has caused some confusion. And even now, people tend to not notice that you have to stand on that small control point area, which causes the cart move forward. Although still, this is a creative way of making a nice dynamic element.
However, further ones weren't that needed. While i still agree about the need of 2nd Dynamic element, which actually causes the main Balance issues round wise in this map. The next 2 elevators could be easily replaced, and usage of ramps would be preferred. Both of those elevators didn't add up anything, and i'll just repeat for another time, that elevators aren't the most dynamic thing that you could have in a map.
Talking about last rollforward zone, it's a pain in the ass for Red team to do anything out there, since Blue team can just push the cart down and win. It's a really bad rollforward zone which makes me thing, that it was a last minute addition. Since,gaining access to enemy gloryhole shouldn't be that easy!
Aesthetics
Most of the map aesthetics wise is rather simple. It doesn't heavy any heavy detailing, i'd say it fluctuates between being a map in late alpha stage or really early beta stage. The plus is that the map is detailed, but however, it loses quite a lot of score on how it is detailed.
Not that noticeable in the early part of them, but however in the last areas of the map, you can notice repetitive walls, rather simple buildings, and unneeded prop spam.
Also, this is another map which uses more metal for red team, than blue team, especially in the last capture point, where metal dominates the map.
Even though the first part of buildings indoors are semi decent detailed, later on, there will be some, if none detailing at all. Red spawn as one of the examples.
Some things, that I have noticed:
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10000.jpg
Evil dev texture.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10001.jpg
It's hard to jump back up, if you fall down here.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10002.jpg
I'm not a fan of enclosing windows like this.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10003.jpg
This is the best example of that prop spam, which not only looks bad, it makes no sense.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10004.jpg
In my opinion, these 4 lamps look strange.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10005.jpg
Once you fall down here, you have to go a long way back up to get to the track.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10006.jpg
Example of the choke area, bad clipping makes it only worse.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10007.jpg
I thought i could jump out there.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10008.jpg
Repetitive texturing.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10009.jpg
Explosion and the pit really causes a huge fps drop.
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10010.jpg
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10015.jpg
Unclipped stairs in and near spawn.. eh..
https://dl.dropbox.com/u/1607727/Contest/gloryhole/pl_gloryhole_b10014.jpg
Most boring spawn ever.
Performance
Performance wise the map had no fps issues, but however, the map lost some score due to the bad clipping, which made players often get stuck.