Downloaded the map and ran through it for you, and then I put it up on the server and some of us had a few games on it.
Firstly, it needs func_respawnrooms in the spawns, this lets you change class without dying.
The spawn is quite ridiculously huge, it takes 7 seconds as a normal speed class to walk from one exit to the other. Red can also enter the spawn by going through the lower entrance.
Firstly, these spires as a big no no. Make your own with displacements or something, but this screams Badlands. Also, look at how much space a snipe up here has to work with. Consider adding cover nearer the spawns, and possibly even blocking this area off from snipers. Also, add another way across the chasm or make that track wider because I fell off a few times.
Just another shot of that sniper deck, if you look underneath it, snipers have clearly enough room to snipe from down
there, almost too much room. Note how engineers cannot set up at all in this first area except behind the spires, but even there they're very useless.
Sooo orange, in the next alpha change the floors+ceilings to grey! :3
While I want to say that this water thing is silly and unneeded, it had saved me on multiple occasions when I was spying my way out, or just to hide there as scout.
Blue shouldn't have such height advantage when they're attacking Red's last point! Red should be owning that area,
anyway. Also, consider making it at least 128 units lower, at the moment it provides ridiculous amounts of height
advantage!
Consider adding a sign, changing the wall textures or lighting slightly better so you can see that there is a staircase
behind here.
What is the use of this area? Maybe you could turn it into stairs and add a small ledge on there and going along the wall on the right?
Same as 005, Red should have easier access to this area than blue. It should also be dropped approx 128 units, it's very high up!
Consider putting stairs of a ramp through this wall going into the area in the picture before this one.
This area needs playerclipping, as do many other parts of the map.
There is quite a horrendously large sniper line here, maybe add some more cover along the track to reduce the effectiveness of this area?
Consider lowering this a bit and letting red access it more easily ie with stairs.
General observations about the map I made include it is very overscaled and open, but that's natural for early maps, the defensive higher positions could with lowering by 128 units, red need better access to the defense positions while blue should be working slightly harder to get to these spots.
Excluding the snipers on Red, it felt like a complete walkover for blue.
Be sure to update the map, it's got a nice winding layout to start with, I want to see this developed
