Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
Bad field -> ammo == 200
It should be "type" "200", not "ammo" "200". High r_speeds are caused of reflective water. It doubles the normal r_speeds. You can either remove the water, or take the "warp" tick out of surface properties.
The map is still boxy like first maps usually are, but the idea is not that bad after all. Atleast better than in most of the shock/blitz "spray'n'pray" maps. Maybe some more cover, not only glass, but solid like wood/metal, where you can take better cover when you're taking the flag home, for example. The round shapes on bunkers/covers are nice, but the boxy bunkers on the sidewalls are a no-go. They look boring and they dont show enough creativity in them.
As for the brushes, you can change the texture, modify surface properties etc. for every independent face of the brush, not just the whole brush at once. You can do this by clicking "Apply to Face" instead of "Apply to Brush".
Overall good work.