Left to right: Texture miss-alligned, add some steps in perhaps, and random props being eaten by floor... For a prop room this room really lacks attention and detail, other areas of your map have seen more detail than this and don't even really need it. This is where people spawn and the first thing players see, it's in your best interest to give a good first impression.
Left to right: Red light that does not cast red light, random clock prop placement, needs more considered placement, texture missallignment, server panels really should be accessable, not behind that glass. It makes no sense why they would be behind glass.
Texture missallignment, plus your use of concrete seems completely arbitrary throughout your map.. you'd probably be best either using concrete
or mud in any given area. Or look at granary for reference. Your degraded concrete seems completely unrealistic and poorly executed. Trees growing through concrete? Then being cut down but not having their roots removed to tend to the ruined concrete? I can see the theme you went for but in terms of applying detail you have gone completely overboard.
This structure is needlessly sophisticated in design. Cut the pmarked x structure thing out and simplify the structure above. If you don't, atleast fix the roof so the "iron sheeting" goes beyond the wall.
Does not blend well with skybox. Needs sorting out..
Randomly sized steps.. or something. Dunno what you have going on here. Also, your curved concrete doesn't curve smoothly, in fact i'd recommend removing the curve altogether, it's not necassery and looks messy.
I'm not entirely sure what's going on with this rock and the stairs, either it grew from the ground or fell from the sky.... neither of which seem wholly plausable. Not to mention your steps are non-uniform.
corridor is boring. It doesn't need to be full of detail but it's just plain, also the ceiling is metal which doesn't make much sense, and your struts/trusses/beams are very thin and unrealistic/do not fit standard TF2 themed trims.
I get stuck in here.
Dirt road just stops randomly. Makes little sense. Also, that awning below that larger protruding wooden structure makes no sense/seems redundant.
There doesn't seem to be any logical reason for this wooden structure to be here. I can only imagine you have a missalligned displacement there that its covering??? Plus the fence that cordons this path seems to exist merely for the fact of restricting players to the map itself. The fact that i realise this means it is poorly designed. You need to give the fence a logical reason to be there beyond simply keeping players in the map boundaries.
Supports plx.
I'm not entirely sure why this isn't an overlay, you have 7 faces and a brush wasting away here, x4.
The layout here doesn't make much sense, you have to come out and then back around to get into that building. You're probably better off allowing people to walk straight through. Additionally, that ledge seems needless. You can jump up as it is, it just takes up space. Also, the slope on the otherside could atleast be steps, if not, just make it a simple plank of wood. It looks ugly as is.
Overlay dirt track is awefully blocky, not to mention that the
tire tracks meet
steps there. Wth?
These industrial bollards don't make sense here and do not match the environment. Replace them with a crate or a barrel or something if you want the cover their, but this prop doesn't have a place in your map and you have it all over the place.
Trim goes through a prop and overlay, and has a texture missallignment.
Fence does not conform to TF2 theme, check out the standard wooden brush fence on the Red building on the right
here. Sorry i couldn't find an official map reference but i only figured to add a reference after getting screen caps and this is all i had at hand.
moar supports plx.
This layout design doesn't make much sense and it clutters the basic layout. The closed door provides the gameplay function you seem to have over designed for. I'd remove it altogether and bring the door to ground level.
I see what you've tried to do here but it doesn't fit the TF2 theme. put the texture rotation for the glass back to normal (45 degree orientation) or use the gravel pit glass. In fact most of the windows could use the dirty gravel pit glass.
P.S. excuse a couple polygon artifacts, my cards on the fritz, this is what i could grab before it went
completely loopy on me.