Alright, since you're now "tuning it up" I figured I'd go around the map and find little (possible) issues with gameplay and clipping issues etc. The pictures will be in links cause if I embedded 47 different pictures the post would be like 20 miles long. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00001.jpg Seems weird to have spytech stuff in a near-completely wooden building. Would make more sense if there was an area of actual spytech in there somewhere (considering there is rockets pointing out of the base too.) https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00002.jpg IMO this looks more like snow than dust. Tone the intensity and diametres of the motes back a bit. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00003.jpg There are effectively two spawn exits here, both pointing into the same area. A third that is more flanking around the area to exit on the right might help possible spawncamping (although I'm not sure how much of an issue this actually is) https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00004.jpg Wood grains on this bean could use to be rotated 90°. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00005.jpg Signs with skull-crossbones seem worthless and redundant, just adding to propcount. They'd probably be better off removed. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00006.jpg A and B seem very, very close together. Combine this with the openness of B and the tendency to roll straight past A, there seems little chance of RED defending either A or B for substantial amounts of time. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00007.jpg These boxes are useless for jumpers, only scouts can actually use them to jump back up. If you intended for them to be used for any class to jump back up, they don't work for that. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00008.jpg Useless and poorly-lit dead-end corridor. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00009.jpg C also seems near impossible to defend for a decent time as well. Combining the sightlines straight into the point, the proximity to the B arena, the easy route around defenders on the left, and the absence of any good sentry spot, there doesn't seem to be any potential for long holds here. (D looks good, though) https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00010.jpg Shot showing proximity of B to C and the area from the left rooftop where there are sightlines directly into the defender's area where they are trying to defend C. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00011.jpg This tunnel could use a little lighting. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00012.jpg This one as well, and there are also props in here - a sign that this shouldn't be pitch-black and it was meant to be a detail area. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00013.jpg Hurray for perfectly stacked barrels at the bottom of this pit. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00014.jpg Seems like pretty powerful sightline(s) for just coming out of spawn. It's overlooking like 90% of the E arena. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00015.jpg This shack is completely useless. The small ammo inside is easily forgotten and there really isn't any reason to go inside of it either (besides avoidance of sightlines) https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00016.jpg That broken walkway down there doesn't seem like it could have existed back up where it seems to have fallen off of. There are a few too many stairs for what seems to be just a straight path that would be made between these two platforms. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00017.jpg Also I'm not a fan of this rock blend texture you have here. It looks spotted and unnatural. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00018.jpg Your 3D skybox seems to have bad fog settings. It doesn't blend into your main level geometry well and when fighting, those props in the distance are practically unnoticeable. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00019.jpg https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00020.jpg Useless area in the first screenshot, proposed area for a window in the second that might provide a reason for it to exist. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00021.jpg I'm up on these crates (which are higher up than that roof) but I can't get to that roof. Either clip these crates or unclip the roof (preferably the former) https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00022.jpg I can get up on this little pitch-black platform. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00023.jpg I can stand up on top of this telephone pole. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00024.jpg These are nonsolid. I can see your reasoning for it but it feels weird. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00025.jpg This should be nonsolid. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00026.jpg I can stand up on this little patch on the building. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00027.jpg I can stand up on this A sign. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00028.jpg This beam has no clipping. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00029.jpg Change this to an actual model, this overlay is only meant for being seen far-away. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00030.jpg https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00031.jpg I can get up on THIS pitch-black platform, as well as the beam beside it. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00032.jpg No idea why I am stuck here. It's weird. There aren't any extending clip brushes or anything but I can still stand here. Huh. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00033.jpg https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00036.jpg I can stand up on these beams/lightposts. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00034.jpg That window frame is not clipped and I can bump into it. func_illusionary maybe? https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00035.jpg I can get up on these metal things. Not sure if that's a problem or not. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00037.jpg What a funny way to stack barrels. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00038.jpg I hate the koth_king respawn sign. Looks sooooo out of place. Also I can stand up on it. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00039.jpg Make nonsolid please. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00040.jpg I can stand wayyy up on this sign. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00041.jpg I can also stand on this beam-thing. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00042.jpg This is like that one dark scary corner in the basement where all the spiders live. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00043.jpg I'm not sure of the reason (narrative?) for these trainposts to be inside of this building. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00044.jpg This wall with the beam and the door has bad clipping. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00045.jpg Make all these nonsolid, please. Then, put a blockbullets brush behind them to make it retain its ability to not-be-shot-through but have good clipping. https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00046.jpg https://dl.dropboxusercontent.com/u/84556731/millstone/2013-08-04_00047.jpg I can stand waaaaaay up in these two places on these props. This is a pretty cool map but yeah there are some issues. Hopefully the next version will fix a lot of these and I'm looking forward to playing on the next (maybe last?) version. Cheers.