Ouch. No offense but as has previously been pointed out, the brushwork is a
mess.
Some other things:
- The train is so slow, by the time you wait for it and ride to the base, the timelimit is up.
- Even with the train and the bridge, there's really only one path in -- it's all the same open area. That may work for 1v1 or 2v2, but once you get more people in there to put up a solid wall of spray, it's going to suck.
- Instead of having hoards of the same weapon piled up in one area, save the polygons/bandwidth and just spawn people with weapons.
- Instead of using lava for things like the electric fence, use trigger_hurt. Keep in mind that the nodraw flag does not work in vanilla Quake2 (which sadly some people still use). Also, the caustics still appear, and that just looks weird.
- Instead of modelling things like the lightning bolt out of brushes, create a texture. And in the event that you need to do brushwork like that, actually embed the brushes into the face so you won't have all those edge polygons adding to your wpoly count.
- Keep a consistent theme. Just because there's 200+ textures doesn't mean you have to use them all.
The different rock and grass textures all together don't look right. Use one rock texture and one grass texture.
- Don't use textures for things they shouldn't be used on... the barrel texture for water just looks... very wrong.
- Blue can't capture the flag. Do you have a teamnumber set on the base?
- There are lots of spots you can get cornered in. For example, to the right of the garage, you can jump over the boxes, but once you're back there, you can't get back out. Also, if you jump out of the base near the flag while defending, you can't get back into the base without killing yourself.
As for detail brushes. Don't used them unless you have to. If your map is taking a long time to vis, then it's probably due to the design and it should be reworked. And those screenshots you posted are both exactly the same. To display the triangle outlines, use: deathmatch 0; map yourmap; gl_showtris 1. You might also have to set gl_ext_multitexture 0 and vid_restart, but I think I fixed it so you didn't have to do that anymore.
Edit: Oh, and one more thing. Those custom textures you're using. Can they be freely released under the GPL? Also, the fence texture: you should make one side of it nodraw so you're not getting double. I'm also trying to figure out a way to get lightmaps on transparent surfaces. Might want to wait until I get that figured out before releasing. Glow-in-the-dark fences look weird.
Edit2:
- Use clip brushes! You have lots of things sticking out 1 or 2 units that you can get "stuck" on, especially on the fences. Clip that stuff!
- This is kind of a small one, but the light in the garage is slightly misaligned... looks like the brush is too small, actually. I always wonder how people end up with stuff like that. Just use a 32unit grid, make the light, and you're golden. Most you'll have to do is rotate 90 degrees. Also, the jail bars texture for the side of the light is rather odd.