I'm enjoying the look of last, but middle and second look very messy and non-uniform. It might be worth it trying to simplify the buildings into larger entities rather than having them be tiny and scattered everywhere.
The external facades are pretty, yes, but they just don't look like real buildings, especially not TF2 ones. The indoor areas are awfully nice and the mid point is still cool as ever, but it just feels right now like your theme is a bit "all over the place".
This map would look ten times prettier if the color schemes were consistent, but right now they are all over the place. Green is fine, but it is the random switches to yellow and black (and different shade of green at one point near mid) that kinda kills the theme in my opinion.
well, it's the first artpass... things like this can and will be fixed. for everyone, please try not to act as if all my detail here is set in stone or final, i'm every bit as willing to change it now as i was to make it earlier. that's what feedback is for. I'll try to make things more consistent, and coherent.
was running around for reference purposes (i love this map's lobby) and found some nitpicks: weird visleaf issue related to this fence. happens on the other side of the map too, but not as badly. this seems like it should be 45 degrees so you can walk up it rather than surf consider different colored lights for OOB areas. junction does it a lot and it looks really nice scout-jumping using this pipe is possible but it's tricky. consider making it more clearly one or the other this pipe is not clipped to run up it but this one is consider changing these to env_lightglows like you have on your other lights, these sprites look kinda bad oops this is very nitpicky, but wood is an unlikely choice for this ramp funny texture repetition clip
lots of assets in this map are unreleased right now - we're all (aka the people working on this) working on refining the textures and getting them to a point where we'd consider them ready for release. the wet floor sign is one of them, although we might be able to give that an early release since it's Pretty Damn Cool. b4nny really liked the map from what I saw - as well as other important tf2 comp players like Sideshow - they've been pugging it, giving feedback, great things. I think it was received rather warmly. B1A has also been added to the official rotation of popular pugging service PugChamp - alongside the 7 main maps in ESEA. So far it's the only map not in ESEA rotation that is on the pug list. Great stuff, lots of feedback coming from there.
Quote the thread that I found your geometry that I used as inspiration: "I don't ask for credits, enjoy." Now, I will credit you if you ask, but being passive aggressive about it won't get you anywhere. Note that a lot of geometry was changed from your original file and a great chunk if it is of my own design. Again, I will credit you if you ask.
I know its already been pointed out, but I do like the similarities between this and Season. I'm interested in seeing what it looks like in the end, also that skybox looks fantastic