Content
After a first watch, I wasn't really font of the screenshot. It shows off pretty much, but it also shows the lackings of the map right away. Well, that's the purpose of a screenshot right?
The packaging is excellent, good job on that.
You can't just license a skin which has a base from other textures (in this case, Trak5). Credit the original author first and follow the original license (in this case, MIT).
Texturing
The texturing itself is much more diverse as your elder creations. That's really a pluspoint. They often fit their geometry as well, which is another good thing.
Instead of using mapmodels as decals, you could have used setshader decalworld
instead this time. The textures brick_wall_01 of subverse, the 2_conc_wall02 of rorschach and mur09 of dg aren't using any bump-mapped texture at all (as you specified them). This would save unnecessary models while the result is the same.
You could also call up the trak5 textures instead of scaling them down on the tank-model (just group them and allocate a certain texture coordinate). This saves up file-size and raises the quality a lot. It has some texture-bugs anyway.
I like the scrolling water out of the watertank. However, it could use some bump-mapped texture.
There are a lot of lamps which still need some texoffset
and even texrotate
.
Geometry
It seems like you've skytextured certain surfaces outside the map already (good job!). But surfaces of the buildings which can't be seen anyway from the playground don't need any lightmaps as well.
Lighting
The lighting of those huge doors is very dull (full red or full green while nothing emits such light). There is no proper reason why they are lighted like that.
The rest of the lighting isn't the biggest concerns of the map. It is light, the end.
The fire particles outside could contain some light-entity as well.
Detailing
It's not a good thing to copy details from other maps. In your case; the spotlight from the official map Donya. It may be legal (as the map is MIT-licensed), but it reveals that you aren't able to make your own details. Yet again, you should notify such thing in the description of the map.
Using details from the map urban_c (the windows) is actually a no as it has no license, which means you shouldn't touch it in the first place, only watch it.
It seems like you love particles. They aren't bad, but watch out! They eat a lot of performance when using in large numbers or containing a large size.
All of the glass is just copy-pasted, which looks quite cheap. It's cool that it's broken, but make them more unique as well.
Those tanks contain more than 13K of vertices and 15k of surfaces! That screams for some optimization, doesn't it?
The rest of the details seems to be fine and look pretty good.
Clipping
The clippings seems to be OK, not much to say about that on first sight. There are some pieces of concrete lying around (for example, at the gab which still is unclipped on 1 of the higher floors of the map. That could use some clipping as well), those could use some noclip.
Flow
The flow of the map seems pretty good, but that's not hard when it's that open. However, steep spiral staircases (like the one towards the Quad and HB) aren't such a good idea, as they make you vulnerable for no reason (a quick trickjump with some rocket or grenade launches you to the Quad or HB way quicker then taking the "safety" stairs).
I would advice to drop the idea of sewers. Why? Because they are sewers; long narrow places which feel very uncomfortable with a 100% chance of dieing. You can't dodge anything in them and they are only safe when you're sure only you contain the Quad and some YA (while you still have to find some opponent stupid enough to get into the sewers). Their entrances to the main floor look very cheap as well. So not a great addition to the map.
Gameplay
1 part of the map (the area which has climbable ropes to some building) has no bases at all; which means you're pretty screwed when spawning out there (as the nearest base takes a very long walk compared to the other playerstarts). Spawning inside the sewer; you're a dead rat as well. The base inside the sewer is virtually impossible to take over as you can't dodge the rockets at all and all entrances can be covered easily (while you still receive ammo from the base).
I have to agree with one of the previous commentators; it's quite lame you die from those spikes, but not from a wall of fire (like inside the building).
Overall
Using parts of official map should not be done as they aren't yours at all (in this case, a building from urban_c). Even if the license would allow so, to copy someone's others creations is still a bad thing as it's not that hard to come up with anything better.
- Decals can be replaced by using shaders.
- Surfaces of buildings can still be skytextured.
- Tank-models can be optimized.
- Lesser particles could be used (or less big).
- Certain details should be replaced.
- Broken stuff could be (no)clipped.
- The idea of sewers could be dropped.
- The bases need a better placement.
- The layout has to be made from scratch only, not parts of other maps.
That's it for now, I'll rate it 5/10 (you won't get higher ratings from me when using stuff made by someone else).