GAMEPLAY
Mission:
Every advanced mission here (and the ints to some extent) are entirely balanced around having an engineer and typically a soldier. We had to use tryhard strats to even try this w/o an engie. The lack of dropped cash in all the missions also detracts from the gameplay, as you can't buy upgrades, use buybacks, or reliably play scout.
Adv: A lot of the missions just end up being an endless stream of robots for the majority of the wave. The problem with this is that it makes holding the first point almost impossible when you're given no time to let the capture progress lower. Some points in the missions are also bullshitingly hard, and no team I've seen play this map has even beaten it without cheating yet. This was a problem throughout testing, and I don't know why it was never solved.
Both ints:
Both ints are much more enjoyable, as the decreased amount of bots and better balancing removes the need for the engineer meta.
Map:
This map is extremely tight, and I think it hampers the map in a variaty of ways. Rocket jumping/jetpacking around feels like I'm half a second away from bashing into something (actually, a non crouch rocket jump can bonk my head on the upper platforms). Trying to land on said platforms is slightly annoying as I have to avoid other platforms while clearing the railing.
With the upstairs platforms, they're incredibly tight. There's no room to strafe, cover is limited, and with the scattershot pathmarkers it's almost always impossible to tell which path the robots would even take. Then again when robots to take the upper route, they often get stuck just because of how small the walkable space is. It's almost exactly two characters wide, which it too small for areas designed for combat.
The hatch area is incredibly cramped, and you can easily be spawncamped if a robot like a demo or pyro is present.
While there's a good ammout of health and ammo kits around the first point, the second point needs more kits. Every time I hold on last I'm fighting with my teammate for the ammo.
Sometimes when the gate opens, the PauseBotSpawning output is not sent to the population interface, leading to bots running out while the stun is active and running to the hatch.
DETAILING
Sounds: Has sounds.
Looks: It fits the theme, but you go overboard in the detailing in some areas. Why would a factory have a "mapping lounge"?
Theme: It's a refinery or factory or something close to that.
Textures: Half life 2 textures. And they're pretty obvious ones.
Props: Some props you use are questionable as to why they're in a factory (a war table?)
Lighting: Good.
Path Markers: "This is where the advanced difficulty comes in from, where you don't know where the robots are comming from"
ALL the path markers. When waves start with every marker added, it gives players the same amount of information as if there had been none. Either limit yourself, or make smarter paths.
VO: It's nice at first, but it gets annoying after a while. And having it go off randomly does not help, as it's the same anouncer used for hazards, which can confuse the player when you can't hear it over the sound of gunfire. After a while I just started manually disabling the VO timer.
I would not have known what looks like a cafe/cafiteria was actually a "mapping lounge" if your announcer didn't come over the loudspeaker and directly say it.
Visible dev sign. Is this a trade map?
DYNAMIC ELEMENT
Well, apparently you went with the idea that "more = better", which isn't always the best idea.
Smoke:
The smoke hazard is almost never a problem, as just staying on the ground is 9 times out of 10 easier for waves, and doesn't change how players play on the map. It's simply easy enough to just wait for the robots to come down. The only times people would actually fall victem to it were when they forgot it existed, or got knocked into it.
Molten metal (aka Lava):
The lava on the other hand makes moving and attacking a nightmare for most classes. Scout/pyro/spy can't do much damage if any from long range, heavy/engie have troble moving away from it. Basically when the lava happens, your best plan is to hold the point for as long as you can, and then hold all the way back at the hatch. Trying to hold out on the open and narrow platforms is just a nightmare if you're not soldier, as the narrow pathways and railings make aiming down a pain.
This element (and this map) feels like it's tailored to projectile classes who are uneffected by range.
Grenade Tank (and tanks):
Having tanks alone is rather unique for a gd map, and making it a grenade tank is unique to mvm. It's a very cool concept, but I just don't know how it plays when all the tanks on this map are paper thin, and it's rare to see a tank get anywhere close to the hatch. The other issue with tanks is that the tank baricade at the front is a major point of cover, and having a tank smash through it at the start of the wave leaves the entire A point area wide open. Also, grenade spam in a map this small is not the best idea.
Sentries:
Well this is the only gd map with sentries, so it basically counts as a dynamic element. And it's confusing as to why you would add them, when a single sentry can cover a third of the entire map. They also don't get stunned on gate capture.
Gate Force Capture:
I don't know why you felt the need to add this in. In the two missions that used it, neither time it felt really impactful. It just played out like A was lost. One time it even forced the capture in the middle of the wave, with two equaly bizzare explinations:
1. The gate was automatically captured because the active lava hazard would make holding it impossible. This speaks to just how poorly balanced the lava hazard actually is when it's use it seen as an automatic gate loss.
2. You specifically told the mission creator to add more forced gate captures into their missions. And this statement really explained the gimmicks in the map in a nutshell:
you added the gimmicks for the sake of having them, and considered the gameplay second.