Bloody hell, never thought anyone could make TF2 look like Crysis. Alright, maybe a beta of Cryisis, but still. A good job on the fog settings BoyLee, that's pretty much given your theme's personality what it needed to work.
There are a lot of details hidden in the shadows. Also a lot of textures that work better in direct sunlight (bricks). You should consider increasing the sun pitch to bring the contents display to its full potential.
Maybe slap some slits in the fence with the A sign, so defenders can see the attackers coming, and attackers can see sentry nests, so they can plan accordingly.
Gotta be really careful about fences, not only do they get in the way of combat by blocking projectiles and interrupting people's firing line when trying to shoot over (l)edges, but they force players into linear movement patterns which they don't like (scouts especially hate them). Try not to make fences taller than the industrial handrail props. Props like the wooden fences found in plr_nightfall tend to get in the way more than anything and should only be used in out of bound areas. Other than the industrial/spytech handrail props, alternatives for wooden fences include the little brush fences found in goldrush.
I agree with Frozen about the hills, way to rounded. Also the rocky stone texture clashes hard with the stone texture on top of the tower. Although I'm guessing you did that for temporary reasons.
Looks sexy otherwise.
In terms of gameplay I can see myself falling off those little walkway bridges, but that's just me.
The smoothness of the cliffs is because I've created new blends for both the top surface and side surfaces, and then alpha'd them into each other so there's no seam. It's not convention, but I think it makes more sense than most TF2 rock walls? Rest of the effect may be due to shitty lighting, not sure
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