Got some stuff to toss at you from today's gameday, SWATY.
First off...
The spawns. A dark mess of grunge that cleanly transitions into...
This. This transition is backwards. The Team's spawns are meant to make the players feel - for lack of a better word - safe. The team should feel like they own the place, not like they should evade it because it's falling apart. This also denies the basic laws of Physics. The initial spawn room is being flooded and torn to pieces, when the room just down a few steps of stairs is getting none of the flooding water from above.
Oh and grenades and any other projectile bounce off of that way too prematurely.
Now there's this. A gross set of stairs with a tiled texture that shouldn't be tiled at all. You can obviously see the grass trim restarts on the top step. The vertical texture blends all too well with the horizontal texture, making the steps seem one and the same. From afar, seeming like there are no steps at all, as the vertical texture lines up with the rest of the structure supporting the Capture Point.
Then there's these oddities of nature. Yes, yes, Harvest used the same technique in a way, but not as high as this. Harvest used it like a mound of dirt kind of pushed over to make way for cars. This, however, looks like an unsturdy pile of sand that could collapse in the real world. TF2 has style, but it doesn't defy physics with it's architecture and displacement.
This is an awkward movement halt. It's annoying to jump over, and it shouldn't since it is a noticeably prominent route to the final Capture Point. Not to mention that there is a tremendously sharp fade from pipe to toolsblack... scratch that, it doesn't appear there is one. You also have several unaligned textures there. None follow the arch nor the diagonal supports on the railings.
More displacement oddities, and what appears to be a very visible nodrawed face. Even if it's meant to look like that, it doesn't look right at all. Something like that shouldn't be built around a mound of dirt, the dirt should be cleared first. Obviously, that is null and void if it's a simple nodrawed face and is meant to resemble a full building.
Water dripping directly into a drain? As several other players said on the server "How convenient..." Whoever built that building has some luck that the only leaks go into another drain as part of some viscous circle.
Simply put, that's more than double the size that overlay should be. There's no apparent reason why that type of sign would need to be there anyways, as there are no nearby barrels or anything else that may contain "toxic chemicals."
The second points feel way too bright than they should be. It's a pure white light and it makes the point feel cleaner than the final one does. It makes the Capture Point quite apparent, yes, but this is the only point where lighting works as a visual cue.
Littleedge - clipping failure finder extraordinaire. That boy ain't right.
As the final shot, there's this. Quite the odd texture placement, don't you think?
Take a look at the messages in the pictures as well. Those will help just as much.
Oh... and by the way. Of the 30-odd minutes we played the map, as the last picture suggests,
was the only time a team won.