Time to check out this map.
The map seems to be packaged very well, nothing to say about that.
The screenshot shows off almost everything, so it's dimensional perfect.
The description isn't bad either. Explains a lot of background information about how it started, etc. Nice to hear.
The theme however, is very overused. There are a lot of other maps which use just the same theme and some show off the theme even better. As for the theme in overall, it's quiet odd that you guys used the techsoc textures as they aren't giving the feeling at all for being at a depot (only certain details do so). I'll talk more about it under the right point.
The texturing isn't that great at all. There isn't any proper contrast between the textures. It's all grey and brown which appears, so you could speak off a blurry texturing (nothing pops out, you face everything at the same time).
I don't see a proper reason why there is some black hole just above a crane. If this appears to be some window, what about using some glass (you can use
glasscolour to create the desired colour of the glass material if necessary (since SVN)). I've made a screenshot of it right under this point.
As I already stated, the texturing doesn't fit it's theme at all. It's not very convincing using the techsoc textures are primary textureset, because when you think of a depot, some environment which is all grey and brown isn't what comes up in your mind first (at least, for me it wouldn't).
So I would suggest to take some other textureset and drop the space-theme (as nothing else actually is being related to that).
I would also suggest to add blendmaps on certain paths, as it looks very plain right now.
The geometry is fine. A lot of details are made pretty light-weight. There are still some surfaces inside the mountains which could be deleted or skytextured, but not bad so far.
The lighting isn't that great. It seems like there has been messed a lot with the ambient, as there are a lot of situations which show off that cause (see in the screenshots in this point).
The first screenshot for example, has unnecessary light-entities. If the ambient would have been putted higher (like "24 18 12" instead of "12 9 6"), they aren't needed at all.
The second screenshot for example, shows off that the ambient has been putted so low that light entities get being forces to have a large radius else they will reveal their reach way more as when the ambient would be higher.
The third screenshot reveals a doubting situation. It's not very clear if the light-source is actually emitting the light or not.
So I would suggest to pull up the ambient again and delete such unnecessary light-entities as showed in the first screenshot of this point.
I would also suggest to make sure light-sources are clearly emitting light (just add some light-entities which has high RGB parameters but a very small radius).
I actually excepted way more details than a truck, a spotlight, some creates, an elevator and a crane. Be sure to add way more details which fit the map. That makes the theme way more convincing as it appears now.
The clipping is pretty good, but there are still some mistakes in it. As for example, some trimming isn't fully clipped (as being showed in the screenshot) and there are several places which contain noclip or clip for no reason at all.
The flow of the map isn't bad, but there are several points which ruin it a little bit. As for example in the next screenshot, it appears like you can jump from the create further on the roof, yet this can't be done because of the clipping material. Be sure to put it open or to higher it (I would recommend to make it higher).
The gameplay seems to be not bad, yet I'm pretty concerned about enabling it for collect. Especially because 1 flag is right next to a HB and the other right next to GA. The team which is near the HB also has the advantage of grabbing the YA way easier, as it is on their side. The point which really kills the gameplay is that a teleport leads right to the room of the opponent's team. So I don't think it would end that well for collect at all.
The bases are positioned pretty raggy also. There is one right next to the YA, while there also is one right next to the GA. I would suggest you reposition the bases and drop one if necessary (also make sure they are random).
The waypoints which have been set are very bad (as shown in the screenshot). There are a lot of places which create bots becoming stuck because there is only 1 way to or in that certain area (bots seem to dislike taking the same way back). There are also several cases where some unnecessary jumps have been done, which the bots try to accomplish but fail or become predictable (as you know they will jump).
There are also some nasty mistakes in waypoints which appear not even be able to be connected to each other, while they are somehow.
So be sure to just redo or to improve the waypoints greatly, as in overall; they bug.
The amount of pickups is pretty decent. I wouldn't suggest to add much more pickups to the map.
There isn't anything which makes this map special, neither original. I've seen very similar details, texturing geometry, lighting and flow in other maps and this map isn't advancing those. The only original thing of the map is the attempt of including collect also, but it seems to fail.
I would suggest to make sure the map has a certain quality instead of being a sort of copycat from other maps. Don't get me wrong, its not a bad a map though. I'll rate it 5/10 for now.