Hi, i gave your map a quick look. I don't want to nitpick everything, i think you will definitely work on your mapping, but here are the most important things.
First of all, try to follow the given guidelines before releasing a map.
- give it a beta extension, your map is clearly not finished
- I'm pretty sure that you used custom textures. Zip your map before releasing and put every other media in it (Be sure to include the correct directory structures).
- fix all leaks. I found several leaks on your map, which is pretty much the biggest no-go in a map. Load the point file (TB) which will lead you to the leaks.
Mapping wise:
- try to get a better brushwork and avoid overlapping brushes. Look at the first sshot (ice_brush) to see what i mean.
-> low felt awkward. i barely could get the "perfect momentum" out of it, mainly because of the way itself (I'm blaming myself on this
and the wand brushes that are sticking out.
- try to align textures right at the start. Use the scale tool if you are scaling brushes down, the textures will automatically scale with the brushes in this case. Most importantly, the top of the barrels should be aligned correctly. Select the faces for this.
- think about visblocker. Your map is pretty much an open space, and the engine - which the game is based on - is not made for such maps (we even experienced server sided lags because of bad vis'ing in previous social saturdays). You used many smaller brushes and wpoly reaches up to +5000 (it is shown red for a reason
.
There are also some aesthetics that could be improved.
Try to set the flag on the middle of the cappoint, it doesn't has to be the perfect middle, but it really shouldn't be ugly placed like that.
Also, try to work on the smoothness in your map overall, the "terrain" is weirdly placed at some points (example: "terrain" sshot).
The map is overall really fun
. I really liked the jumps, the ice-circle and the possibility to use a low-path to grab flag. Opens up many ways for a fun and intense gameplay!