Nice to see that your working on the map again. Here's some feedback that may help:

-There's no water in this pit. It's just a black floor.

-idk if this ever came up during play testing, but you can shoot through the area under the helipad. Could be a cheeky sniper spot.

-This is from red's final spawnroom. Having to take damage while IN spawn is a bad idea even if there is a resupply cabinet nearby.

-the displacement work on this ceiling by the start of the map could really use some work as it's very square. Also where is this dripping water coming from? It's just...there.

-misaligned texture

-weird grass on the wall

-this lil cranny can't be accessed and yet it looks like it could be. Throw some props in there to fill it up and that should do the trick. Also misaligned grass

-the back of resupply lockers isn't really meant to be shown and, as such, doesn't seem fully and properly textured. It just looks bad when ya see it, at least to me.

-dunno what this dark line is but there's some more floating grass on the wall

-weird purple reflections in blu's first spawn on this water cooler.

-grass going through the wall panels

-clip the wall smooth. Also the door wouldn't open sunk into the ground like that.

-misaligned texture on the angle of the skylight edge

-misaligned textures on the stairs. Also really chunky steps in general. Most stairs are 8hu tall by 12 hu deep to look natural

-idk what's up with the water in this cave by blu's first spawn but it distorts it's reflections like crazy. I can't recall seeing water like this in TF2 before so it may be more of a half life 2 thing. Either way the way it cuts it's reflections just looks wrong

-clip the metal sheets smooth

-misaligned texture

-clip the metal sheets smooth

-while hl2 textures being used in TF2 is fine, it's best if they aren't obvious. They would work for this machine if it wasn't right up in the players face imo.

-thick misaligned beams

-Floating stairs that also need to be clipped smooth

-This wall texture is fine but the light grey part looks like it should stick out some from the wall instead of just being flat

-these doors would not open

-looks like the face of these computer cabinet props are missing. if they aren't idk why they are all black. It doesn't look good and that green glass really doesn't help

-be sure to remove collision of small props like these so players don't bump into them, even if they are in a spawn room.

-weird gap behind the barrels here.

-looks like I could crawl under these stairs but I can't. Maybe throw some junk under it to make it look more interesting. Also not a huge fan of the red wood texture used on them but that's just me

-grass clips through the metal sheets

-grass clips through concrete

-what is the point of this lil loft area? It may be just for detail purposes but it doesn't make sense in general. There's no door to it, hardly any room to store anything, no ladder leading to it or anything. Either just make it a flat wall or a full out of bounds room.

-I feel like this area uses an outdoor soundscape with how it handles bullet echos but I can't be sure. Perhaps check that.

-I can get stuck between the tire and awning

-dem thick beams

-misaligned texture on this ramp. Looks odd to have it go across instead of down the slope

-there's nothing holding up this billboard arrow sign

-texture between the ramp and low ground don't mesh, also the ramp could use some work to look more natural.

-this texture doesn't look great scaled up like this and used in an area where it repeats a lot.

-Really, really low ceiling here at C. I can't imagine this is fun to play in.

-remove collision

-door wouldn't open

-dirt to wood looks better than grass to wood. Also maybe try making a dirt to wood blend texture to use for the effect

-this wide and squat building the arrow billboard sign is in just looks weird. Why would someone build a shed like this just for a sign when some posts would do just as well, even if it does spin around.

-chunky stairs with weird front texture. Also be sure to vary the x and y positions of stair front textures to help each step look more unique and less uniform.

-more chunky stairs

-grass clips through concrete again.
That's all for now. Hope at least some of this helps
