Thanks for checking out the map! It still needs a good art pass, but feel free to discuss what you think about gameplay, how it should look, etc. At the moment I'm working with the idea of an alien power generator surrounded by human surveillance and testing gadgets for the midpoint, with power cables running towards the research facilities at each team's last. I'm not experienced with modeling at all, so if you feel at all inspired let me know so we can work something out. a1r1: polarplant - First public version, functional, no art pass Hello, this is my first map post (please be gentle and inform me of any forum practices I am not exercising). This version has no art pass since I am still working on the fundamental design of the map. Please ignore the poor lighting, I am aware certain walls are poorly lit... Specifically, I would like the most help with last. I currently feel as though the room is too small, despite having the same depth as cp_foundry's last. I would love discussion of any kind in regards to any area of the map, too! Some other things I'd like to point out: Most changes in heights are achieved with slopes. Slopes are just the easiest way for me to bridge the height difference -- Art passes will have some of these slopes changes to stairs. (Of course, stairs will be sloped with blockbullets in order to facilitate fair play) The room with a "grate" / fence flooring was designed so that projectiles pass through. It's a design choice that I wanted to experiment with -- consider it a unique spin, but please inform me if you think this is bad map design. I originally had sliding doors on most room transitions, but removed a few not only to give teams an option to push without giving an audio cue, but also to mitigate the power of sticky bomb trapping. I am curious whether you think there should be more doors, less doors, or if there are just enough doors. Please let me know what you think, and thank you all very much for your time.