Nice to see this map being released to the public; I was looking forward for that.
I like the map having the "old village" theme. There aren't many of that yet while having a good flow and gameplay. I think this one should be added to that team also.
The lighting feels fine and the overall texture is a pleasure to the eye. The idea of hopping from roof to roof and bridge to bridge is a lovely thought.
Glad to see the effort spend teaching you about the shader-system is paying of pretty well ^^.
Next to all that fun stuff, there are still certain things which could be improved.
The zip-file contains stuff like
.DS_Store and
_MACOSX.
Please read the
caveats of the packaging guide found in the next link:
http://quadropolis.us/node/226.
The map still needs some refinement of the performance. For example, there are a lots of crates which have been copy-pasted around the map, but there has been forgotten that they have some geometry inside the surfaces (which are facing walls right now so you obviously can't see them during play).
The map still could use some ceiling of clip. You might not be able to get on top of it right now (although I'm quite sure you can with a doublenade jump when you've practiced), it ensures that players stay in the playground. It also helps the PVS-culling system (which perhaps could be pretty efficient on this map) to work properly.
The rest of the clipping seems sometimes unfinished also. The screenshot of that pointy building is an example.
The placement of the weapons and playerstarts is quite odd. For example; there are 2 YA on the roof which are very close to each other. If both are still not taken, you can easily control them by picking one and rocketjumping to the other. it is also hard for bots to pick; so you would give them a serious disadvantage which makes it pretty lame to play with them.
The waypoints still could use some improvement. For example; why are bots not allowed to just jump right on top of the edge near the
flag 360 1 0 0 0? Those playerstarts near that could be putted a bit lower also. The bots can't reach the roofs while there are quite some pickups (like the YA) spawning right there.
There are many more of such examples, but I won't bother you by telling you all that.
There are small things like the marking of the flags not having a nice round shape since a edit error and not being noclipped, but that's okay for now; those things are easily fixed.
Well, time to stop talking about what still could be done and look at the map generally. It's a nice map which combines XY-axis fragging with the Z-axis also by using the rooftops and I like that.
So keep going like this man!
Edit:Forgot to mention; there's no difference in appearance between the bases. Perhaps some banners to make it more recognizable?