ok...
To start the packaging is incorrect. To fix all you have to do is put everything in a package folder, and put the cfg ogz map/jpg files in a base folder. Pretty simple your directory setup should look like this:
zip/packages/meister/all your textures;
zip/packages/base/the map cfg jpg
Off to the Map:
The map over all is grand, i think way too grand! The vastness of this map is by fact anoying. Way to much imbalance of playtypes. This map work posibly in a ffa or noninsta mode, but as for an insta map it will not work.
I assume by this fact that you are the creator of vallahala, because of the style and rhythm are the same. The problem with this maps in lies the same problem that vallahala has which is:
I spend more time looking up than forward, due to the endless supply of campers the map - kreten
The vastness of this map is its great weekness, this map would be good if you have 30-40 ppl playing, but if you have only a few this becomes as rediculas as trying to run through a mine field. The map has so many nooks and cranies that people could hide any were and you would never find them. Spawn killing will become a big issue on this map. In an insta ctf, the game will be won by the luckest time, who some how ran throught the mine field twice and did not get killed.
The only way this map could gain playablility is if you narrowed the field of play. If you push some of the areas into the backround, by making them unreachable, and made more cover for players to hide behind, this would improve the game play vastly.
I am personally disappointed at the texturing and lighting of this map, it really is not the quality that i expected from the screen shot. Many of the lights are either diplaced to far from the lightscource (a spot light is used and it shines to high up on the wall) or there is no light source for the light. Not having light scources for particular lights is ok, if these places are not reachable by the player, and they can not tell there is not scource. but when it is so obvious it just ruins the realism of the map, which a believe directly ties to the players perseption of the gameplay.
The texturing is even worst, the types of brick you chose sometimes works but they seem to fight with the other textures on this map, also the cfg file is not set up in the most appropreate way. (Many maps, even in the map pack in my opinion do not have the config file set correctly).
I wrote a review a while ago detailing the basic setup of this, but i will be uploading a more polished verion of this post soon, but for now, use a texture reset, this is most important because if the maps texture directory default ever changes, or a user decides to change it then it will change the textures on your map. If you do this to this map of course (type texturerest) it will remove and change all of your textures, but i think that the textures need changed any way. :)
here is the origanal review: here
a couple other things, the banners need to have a cap on them of some sort, just cuting the image off does not look good. Also, the texture that goes under the flag is upside down, or so it looks when you look from the enemies side. I would suggest chaning this to something that look the same on all sides :)
Your Lovable Jerk
chasester