Thanks for all the kind comments. Gee not even a bad word, I'm shocked.
Looks like you have gamedays for testing out maps, so I'll try to get it added for the next one.
I hope the map will remain just as "good" when it's done, although it is my first map so I'm trying to keep it simple and not overwhelm myself.
Not too bad for a first map
I see you have a decent hold on vertex editing geometry from the bridge in the centre, so you should challenge yourself to make the main team coloured buildings look more interesting.
Also when you make windows, try to make them fairly large for TF2 so classes can jump out/in them and they don't benefit snipers too much.
Well I was focusing on design at the moment, but I'll give them a roof or something.
As for the windows, if you mean the current openings in the bases, yes they are big enough for classes to go through. I might add some solid windows for decor though.
Looks good real textures plz btw where's the spawnroom in screenshots???
More detailed overview plz
I thought people would try the map themselves to get a better idea, it's hard to get good screenshots. Well I've updated them so they have a bot in them (to get an idea of scale) and added descriptions to the overview, that should clear things up.
He probably traced over a screenshot like mine and added all the little details and descriptions.
I guess I'll talk a bit about the concept of the map. It's a simple CTF with two bases connected by a bridge and a "sewer" (the water you see in screenshot #1) running under both bases.
Both bases are accessible by the doorway connected to the bridge (the one with the medic on screenshot #1) or through the sewers (screenshot #4). There's also a higher opening on the opposite side intended as a sniper balcony. But we can't let those snipers get the best of us, so it can be used as an entrance by any soldiers/demos that wanna get a jump on them.
The bridge is the main connection between both bases but is the most exposed, so the ground can be used for better cover and a more sneaky entrance through the sewers (there used to be a ground-level doorway but nobody used it so it was removed). You can also use them to quickly douse any pyro fire.
The base design isn't very imaginative but tries to avoid chokepoints by keeping everything easily inter-connected with lots of corners (and maybe later obstacles) for cover, with two spawn rooms with opposite entrances to reduce spawn camping. The intel (screenshot #2) can be reached from both sides, one higher than the other so you can't just get-in-get-out (you can reach it through double-jump though). There's also my favorite, the one-way chute right into the sewers (screenshot #5) which gives you a quick simple get-away, at the cost of the reduced mobility and vision from being underwater.
As for why the map is called Sewer Dave, you'll find out once it's done.