Sorry for the late feedback. Nice to see that you started a new map.
In my opinion it's most important for you to learn the basics of texture alignment and a clean brushwork instead of creating and using your own textures (I guess the sizes are fixed now), creating and using your own models (where you can walk and shoot through) and adding things like jump pads. I think you should try to improve your mapping skills step by step (it's the same with some other mappers).
It's very helpful to know how you can create a correct barrel (or box).
1. Create a brush, e.g. 64x64x64 units (start the x-y-z-axis at 0)
2. Use the tool
N-Sided Brush (toolbar or menu brush->make->n-sided)
3. Set sides 8 and radius 24 (diameter of 48 units)
4. Choose a barrel texture, use the top and bottom texture for the top and bottom of the barrel
5. Lock the textures with ALT+L!
6. Set the
detail flag (toolbar or menu brush->detail->add detail)
Now you have a nice barrel, that you can move, copy, paste or duplicate without destroying the texture alignment. It's nearly the same with boxes (except step 2 and 3). You can also have a look at the attachments.
Let's come to your map now...
Replace "teams" "2" with "maxteams" "2" in the worldspawn to fix the bad field warning while loading the map ingame.
Because you are using a sk89q tree model, add "requiredfiles" "scripts/sktrees1.txt" to the worldspawn. After that people without the tree model will be able to download the necessary script as well if it's uploaded to the server.
I'd lower the second value of "_sun_angle" "150 -34" to avoid some more shadows, because your map has lots of narrow ways with high walls where the sun doesn't really shine.
You can delete all "team" keys from the player spawns. You have "teamnumber" "#", that's the correct one.
Note that you won't get additional grenades without adding "count" "1".
All barrels and most of the boxes are misaligned. Have a look at the explanation above.
The gras models are looking cool.
And screenshots...
Red: Rotate this face.
Red: Rotate this faces, too.
Red: Rotate this faces, too.
Red: The tree model is a little big too big for this place. I'd make the place a little bit wider, that the tree model doesn't touch the walls.
Without color: You can run and shoot through the tree model. Add an invisible wood brush to fix this (wood because of the texture sounds).
Red: Rotate this faces, too (up and down).
Red: The same like the tree model. You can run and shoot through this rope model. Add an invisible brush to fix it.
Blue: You forgot to rotate the small face on the left side.
Red: Small edges where you can get stuck.
Blue: Wrong top texture, should be gras.
Orange: Big edge where you can get stuck. I'd bevel the wall slightly. A clip brush might also help to fix this.
Red: What's that?
Red: The textures doesn't fit here. Make sure that all wall textures have surface properties of S=0, T=0 and R=0.
Blue: One more small edge where you can get stuck.
Red: One more small edge where you can get stuck.
Red: What's that?
Red: And that? More small edges and holes.
Red: More small edges where you can get stuck.
Red: Hm...I guess you added a second wall brush here. If so, just delete it and it should look a lot better. If not, find out what happened here.
Red: I'd add a small triangle wall brush here. It's almost like the green one a few screenshots before.
Red: One more small edge where you can get stuck.
Red: The wood corner isn't big enough. Looks a little bit weird.
Orange: The textures doesn't fit here.
Blue: The light textures are misaligned (too big). You need to scale the texture down or change the brush size. I'd also reduce the lighting a little bit (lower value).
Red: The textures doesn't fit here.
Blue: It looks like the barrels and the other stuff low is flying because of the thick ice brush. I'd just increase the ground and make it slick (without an additional ice brush). Looks very crazy.
Map is online @ [OTB] Beta!