routez.bsp
A.) Is the map good for 4on4 gameplay?
It works very well for 4v4 (and higher).
A.1) Does it have multiple routes?
As the name implies.
A.2) Are the routes wide and not narrow? (i.e. jump.bsp)
I'm not really sure why this is a requirement. Many popular match maps have narrow paths (ie: midnight). I think it's good to have a variety. Some people play better in open maps, some better in close quarters. I personally prefer narrow paths because they put more emphasis on teamwork and strategy and less on jumping around and longballing.
A.3) Are there trick jumps within the routes that allow people to not get cornered by spray?
It's pretty much impossible to corner somebody in this map.
A.4) Are there 4 or more sets of equipment?
Players spawn with equipment.
A.5) Is there a variety of equipment?
Definitely. Player equipment spawns are low-end, but there is a broad variety of weapons throughout the map.
A.6) Does the map lend itself to multiple possibilities for clans to employ teamwork (i.e. is there more than one way to play the map).
This is the strongpoint of this map. Not only are there lots of paths, but there's a unique new element with the jailbreaks. Lots of possibilities. Also, the jails force people to move out of their base and keep the gameplay moving.
A.7) Is there more to the map than who can rush to a spot first and spray?
Definitely.
A.eight) Does the map have many bottlenecks? That is, are there many large areas that become narrow small areas.
Nope, each area has multiple routes.
A.9) Are the choke points situated in a manner that lends itself to good gameplay? That is, where everyone meets and sprays, is it a large area with multiple options, not a narrow hallway with no cover.
The map has been thoroughly beta tested, and the gameplay seems to work very well.
B.) Is the map easily camped?
As mentioned before, the jails stop most of the camping.
B.1) Can one person easily hold down the base? (i.e. bases with one entrance)
Not easily. The map favors offensive play.
B.2) If a clan were to have all members defend the base, would this make it impossible for the other team to score?
There are 4 routes into the base alone. It would be very difficult to defend even with the whole team defending.
B.3) Are the bases fairly open? (i.e. hellsurvivors)
Again, I'm not sure why this should be a requirement. Maps shouldn't all favor one particular skill such as longballing. There should be variety. It's not as open as hellsurvivors, but there are a lot more ways to reach the flag.
B.4) Is there a lot of clutter a person could hide behind then shoot someone in the back as they walk past? (maybe the only affirmative answer here would be oddjob.bsp unless we emphasize a lot).
I feel there's a sufficient amount of cover and strategic points.
C.) Is the map made well?
Better than the vast majority of maps. Better than most (if not all) of mine, too.
C.1) Are there many areas with texture alignment problems?
Texture alignment has been nitpicked. I don't think any textures are misaligned.
C.2) Are there many areas with brush alignment problems?
I don't think there are any misaligned brushes, either.
C.3) Are the entities spread across the map in an appropriate manner?
Entity placement is pretty strategic.
C.4) Do all the spawns, flags, and caps work correctly?
Yes. It went through quite a bit of testing.
C.5) Do all the spawn points face the same direction, respectively?
Yes.
D.) Does the map appeal to the PBCup community?
D.1) Is it a map the PBCup community will like?
I guess that's something for the community to decide. I think it would be a great addition, but it's fairly new and hasn't had much exposure, so much of the community probably hasn't even played it.