This angle is too steep to walk up the stairs leading to the point (-900 30 53)
You can add radial fog to the skybox since one of the newest TF2 updates (also bless you for making good use of blended fog). Go to the sky camera entity, disable smart edit, add "fogradial" as a key with 1 as a value. This works for env_fog_controller too.
1) it is not easy to realize this is glass that blocks your path. 2) The HL2 trash can is a HL2 prop and you could consider using
koth_laughter's trash can prop for a TF2 looking one. (-962 -830 308)
Z-fighting on this curb texture (which I think looks off applied here with the center line to begin with) (-904 -1042 356)
I collide with this waterfall, and you could disable all the checkmarks in the displacement properties (no physics, hull, or ray collision) (139 -1115 277)
Some props here are floating, not just this trash bag. (2367 -1508 378)
You can disable shadows for this bomb so it doesn't bleed through the board it is sitting on. (2037 -2035 527)
You can be a hobo and live inside the trash bags (they are not solid). (-1454 -1223 357 I think both sides)
The tip of this plant is going through the glass. (-750 -1594 465)
Z-fighting on this ceiling brush (-1349 -1542 571)
This texture isn't aligned consistently. (322 183 817)
Turn off texture scaling and re-transform this texture so it doesn't stretch and instead repeats more nicely. (1884 -1488 161)
You can get out of bounds where the Medic is (top right of the crosshair) (-1549 512 97, at least where I'm standing)
Not a big a deal, but this rebar is from HL2. Optionally, you could make these rectangle brushes with a metal beam texture and tilt them a bit or use the
Construction Pack's rebar models instead. (2609 -1903 511)
The lack of a smoothly clipped wall will get someone killed and they'll get frustrated at the map. Speaking as someone who died to Doublecross's intel room doors not being clipped and not escaping with the intel. Counter-Strike moments. (-1448 -1527 161)
Floating garbage. Also, the pallets could use a square clipping so you don't jolt up them. (-3033 -665 314)
Z-fightingI think this was on the ceiling, or at least something was flickering. (-2844 -342 433)
This bottle can be turned into a non-solid prop_physics_multiplayer. Adds interactivity to the map and also prevents standing on it like this. (-2076 -649 141)
Z-fighting floor at the point. (363 -131 113)
Another bottle that can be turned into a non-solid prop_physics_multiplayer. (2334 -220 209)
Was not gonna report this, but BLU's side ramp had this texture aligned nicer than the RED one, so I figure it's not desired. (-3236 -740 392)
This floor texture doesn't seem to be intentional and doesn't match the rest of the scene. (1131 110 118)
Floating garbage and barrel. And the plank sides are not aligned properly (including the second above it not in the picture). (1325 -1066 113)
Tiny detail trim that has no clipping and will get someone killed. (1461 -1287 456, probably both sides)
Running away from someone only to get stuck on this door and that player gets frustrated at the map. (1698 -1306 441)
These props should be solid, they are too close to the gameplay space where a Demo can hide stickies inside. (185 -1490 116, both sides)
The no entry sign is peeking through the door, it doesn't look good. Also the stairs here are not clipped. (2665 -913 404)
You can build in the kitchen of RED's spawn and let enemy Spies inside your base. (RED spawn)
Light is spilling over from the other room on this wall. Splitting the brushes should fix this. (-2499 -638 164)
This doorframe is z-fighting with the wall. (-2167 -1201 108)
This ceiling texture isn't matching with the rest of the ceiling. (-1942 -1458 164)
Wasn't gonna report this, but this area is really gorgeous and this tree going through this pole takes a bit away. (In front of BLU spawn)