Next to the sky a few other things now.
There's a warning while loading the map. For the func_timer the random value needs to be lower than the wait value. You can change the values 3 and 5 for example. The rain sound should work after this change.
There could be also some troubles with the download of the skm model. For the func_model use "model" "models/cmp/tree2.
md2" instead of "model" "models/cmp/tree2.skm" that there won't be any problems with downloading the skp files. For the worldspawn use "requiredfiles" "scripts/selda.txt
scripts/cmp.txt" instead of "requiredfiles" "scripts/selda.txt". I'm not sure if the following bug is fixed, though.
http://dplogin.com/forums/index.php?topic=21676.0You need to mirror all red info_player_deathmatch entities. There're wrong angle values.
Now a few more screenshots. I think there's no problem with it, for bigger and more detailed maps it's normal to have more feedback. I hope that I didn't forget anything because of this. Most of the stuff needs to be fixed for both bases.
Red: The textur selda/hr4/wallx_01.jpg doesn't fit correct here. You need to work on it again.
Red: Misaligned texture. Move it a little bit.
These doors have lots of holes and rough edges. I would redone them, complete.
Blue: This is a generel thing. I would add clip brushes for all of these windows. It's ok when you can stand on them, but it's very annoying if one of the other sides block you all the time.
Red: It's very dark here. I'd add some lights that this dark spot disappears.
Blue: The plant goes through the wall. A few other ones do it, too. Move them a little bit or maybe rotate them, if it helps. You can rotate func_models with "angle" "#".
Blue: Move this texture a little bit.
Green: Scale down the texture a little bit, that there will be 4 rows, too.
Blue: This is also a general thing. You can only see one face of all these fences. The other face is way too much transparent. Don't know exactly what settings do you use for it, maybe you need to change one of them or fix it otherwise (maybe it's a lighting problem).
Blue: I would like to see 3 more clip brushes here.
Red: Add clip brushes here, too.
Red: Rotate this texture a little bit.
Blue: One more plant you need to work on.
Blue: Rotate the textures above and below. I believe the blue base was already aligned.
Red: I would like to see the correct team color here. It's a little bit confusing because these lights are the only team indificators in this area. So a red light would be a lot better.
Red: Add one or more clip brushes in this area, too.
Red: One more plant you need to work on.
Red: The trees have the same problem like the plants. Adding "angle" "#" might solve this problem here, too.
Blue: Rotate this face.
Red: I'd like to see a clip brush here, too.
Green: Here're weird looking white spots. I'm not sure how could this happen. I guess it's a lighting problem.
Red: Rotate the textures above and below.
Blue: Add a clip brush here, too.
Red: All of this lights have misaligned textures on the side. Align them or maybe use an other texture for this faces.
Blue: Just an idea...creating a small edge where you can stand on could be useful here.
Red: Move this textures a little bit. Also all of these barrels (?) are looking crooked when you have a look at them from above
Without color: There're no team team colors in the whole low area. I would add a few indicators somewhere.
Green: Move this textures a little bit. I believe the blue base was aligned well.
Red: This 3 textures need to be rotated (90°). You also need to move them a little bit, but I wrote it before.
This is my favourite place with the sky problem. You can see the low corridor, but it ends up in nothing, although behind the corridor the map is being continued normal. Just crazy
All in all the map looks really awesome. Great work
Didn't played on it yet, so I can't say anything to the gameplay so far.