I said so on IRC that I would leave a comment on it, so I do now.
The screenshot looks pretty and clean. It shows off the map in it's original appearances, which is good.
The packaging of the map is also just fine, nothing to say about.
The them seems to be urbanic, which is being expressed very well. I still miss some broken details, even there are several places which seem to be under construction.
The texturing is fine, except some few points. Please don't make me sue you for having a high specular light on the floor1 texture within the nieb folder, as in some cases, it gets amplified due the very bright lighting in several rooms. It really hurts your eyes when looking down even a little bit. So I would suggest lowering the specular light which is being emitted on the texture, or putting the brightness of those light-entities a bit lower. A very good example to show which rooms I am talking is the hall which contains 2 construction platforms and a construction lamp.
The geometry is already somewhat efficient, but could be way more than it currently is. The inside geometry of the large roof which has the shape of a bowl could be skytextured, so less light-maps would be created (be sure to put
skytexture 0 and
skytexturelight 0, else you would get ugly lighterrors). The same counts for that roof which is in that garden surrounded by pools.
Several arches in the cellar also could be skytextured from the inside.
Skytexturing the surfaces outside the map (which aren't in sight when ever being on the playground) is a very good solution to lower it's file-size and it's wtr also (as 7,5Mb for a map, that's a no-go to me).
The lighting is pretty overbrighted, as the roof of that building in the middle of that garden surrounded by pools shows off. Seriously, one day, I'm going to sue someone for making me look at surfaces which are potential hazardous for your eyes. Just don't overbright man.
Every heard of the entity spotlight? I think it would do a great job at those construction lamps, as you're currently trying some wacky work around which isn't necessary at all. Just place a bright light-entity but with a small radius very near the actual lamps of the detail and a light-entity with a (way) lower brightness but a (way) higher radius just a little bit further away from the lamp, compared to the light-entity with a smaller radius (1 unit of the smallest gridsize is enough already). Then place the spotlight some units further away from the light-entity which has big radius and see the magic after calculating the light.
After testing, I noticed putting the lightprecision to 64 makes the map be 4Mb in file-size, which is still damn big.
The detailing is fine. Some details could be less wtr consuming (like all wooden doorways).
The shape of those wooden doorways is a little odd also. It looks too flat at the upper arch to match the side arches (I would recommend to make it more geometry-efficient also, as it contains pretty much triangles for just a doorway which is being used all over the map).
Several details have been overused (like those construction lamps), but I can't blame you for that. It's a large map which already contains more details as an average map of that size.
The clipping in overall is pretty good, but when talking specific, it's pretty bad. Those construction lamps are overclipped, as somehow you can't even reach the feet of it, neither the actual lamps. It makes it appear very unrealistic.
The flow isn't bad, but that's because all hallways have been made just very wide. It's a cheap and easy way to create a somewhat proper flow, yet it isn't challenging at all.
The gameplay isn't bad, but not that great also.
Only 45 playerstarts which are divided into 3 different kind is a pretty low amount for such sized map, so be sure to put some more around.
There are several places which seem to have no purpose at all (like the inner and outer garden which is team good's base). It has only 3 riflerounds, 3 bullets, 2 shells and 2 cartridges as pickups, over an area which a map like douze would fit in twice (I've measured it and yes it does fit). So the pickup placement is pretty much of a mess, which I recommend to improve greatly.
The map shows off that there has been putted a lot of effort to make it look good, but just a little to make it actually playable. Keep it up and lower it's file-size (and wtr!), turn the lighting some less bright as it currently is and fix those playerstarts and pickups. I'll rate it 7/10 for now (it's trying to reach to an 8/10 though).