2 things. Well, actually 3.
1. You should always release a public beta before releasing the final version. By that I mean post it on the forums here so everybody can provide feedback. It's good that you had your own private testing, but there are always things that get overlooked when only a select few people view the map.
2. It looks like you lit this with the old BSP pack. The reflected light is too bright and there are splotches all over the place. Grab the BSP b15 pack and the new arghrad and try complining it again. You'll probably have to scale up your light brightness to compensate for the darker reflected light.
3. The whole map needs to be moved up above 0 on the z axis. This will nullify the effect of any high packetrate exploits.
Also, your barrel textures are misaligned. It may not be too noticeable now, but when we come up with a highres pack later on, it may look bad to have the bottom/top edge of the barrel in the middle. The blue barrels near the base entrance are completely misaligned. Also, as pointed out previously, you may want to fix the tile alignment.
Overall the map looks a little bland -- too much wood texture, but I guess the map is more focused on speed/trick jumps than appearance. It looks like it could be fun. The jump over the center is kind of a pain, though.
Anyway, #2 and #3 should be fixed before this is put into rotation. I'll upload it to the maps page once you've fixed it.
First off, i would like to thank you for looking at my map and using your expert opinion for evaluation. My goal on making this map was clearly not to impress anyone with my attention to detail, but simply to create a solid level of competative gameplay. I wipped it up in less than a week because I was frustrated with the current maps on rotation. In contrast to your checklist:
1. Private testing, in my opinion, is more valuable. The public will provide me with jumbled responses usually not relavent to the pertained subject.
2. Being this is the first map I have created in about four years, many updates and changes to paintball have been made. I was so confused to as to why I was getting light spots all over the place. This has been answered now, thank you!
3. What is this? The "void" spots that appear in the map sometimes?
The textures can be fixed, not sure about the barrels because the brushes are custom heights so you can do certain double jumps.
When id software created q2dm1 do you think that they intentionally made all those jumps in the map? The jumps created in propaint are not meant to be easy, hence the name, "PRO Paint". I doubt if im in a clan match im going to stop and stare at the barrel textures, get frustrated and leave the server =]
I will fix #2 and #3 ASAP so that you will put it on the map server.
Thanks!