You know what I'm gonna download this and supply screenshots. I am just absolutely perplexed.
Alright so I popped onto your cp_highdesert and
holy mother of overscaled map batman. This map has a lot of
unused space all over. I mean look at this
wicked sick sniper sightline that's present on pretty much every iteration of the map. It might be hard to tell but that's (as a guesstimation) at least 3,000 hammer units just from control point 2's room and control point 4's. Here's a
third person sniper on mid building for reference.
Also why is the
glass one-way here? The defending side of the glass
looks bad. You should probably choose a different texture for the non-transparent glass side.
I will say on your CTF version if you focused the gameplay away from just one choke point and gave more entrances and exits this could be
a decent flag room.
Onto the PLR version I popped open the console and saw
this mess, it's a simple fix just disable the physics on the tracks. Oh, as well as the
shadows on the tracks. Given the size of the map I'm happy you kept the track path pretty much
straight to the point.
Your mid doesn't look that bad but the biggest issues I see are that the enemy teams have no way of really clashing unless they both push their cart up to the slopes or one team chooses to confront the other at their cart. Given the size of the map walk times and spawn times might be a bad thing, forcing the best decision to just push your cart.
I've played maybe a total of 30 minutes on "capture the australium" type maps so I don't know much about them. Your map is still pretty overscaled in this version but I find it funny
the pickup for the australium and the
capture point are right above each other with only one path, seems like it's just a sticky jump / scout rush.
I would say make this a CTF or Arena map if anything; scale it down and focus on making the playable space a bit more interesting. A few of the gamemodes have glaring flaws but with some work a few of them will play nicely.