The map is very pretty and hopefully it will play as good as it looks. A few things I would like to mention however.
http://i.imgur.com/tr3IYuC.jpg
this pillar in the middle makes no sense to me. It's ugly to look at and its in the way for how one wants to move around on last point.
http://i.imgur.com/kHHvN8R.jpg
You can see it in this picture. the fastest way I've found to mid is by going on the left there. During the rollout the soldier would have to jump up to the pipe and then wall jump towards the door. if the pillar wasnt there the soldier could do two small jumps close to the ground. Its a minor detail but still annoying.
For a demoman however the fastest way to move to that left door is by jumping over the pipe, resulting in fall damage at the end and it just seems very unnecessary.
Now I think I know why you put the pillar there and what function it has. My guess is that its there to create a wall from spawners to the point, Much like the glass on badlands and gully or the fences on metalworks. But I dont think its needed considering how the spawn is basicly moved into a corner and the two ways of moving out from spawn are easily spammable by being in these two "box portions". If there was anything you would want to limit from that pillar its scouts moving from spawn in which I suggest you remove the pillar and set up some kinda fence or boundary that is too high to double jump over (however I think one should be able to winger jump over) in order to limit the defenders spawn possibilities. With that in mind I also think a good compensation for the vertical openness that the point should be capped a bit faster.
http://i.imgur.com/HNoCXfD.jpg
There is too much of the same texture being used here. Its one of the ugliest portions of the map and its ugliness exceeds that of even metalworks in my opinion(metalworks being an eyesore of edges while this one just being bland). I think you should mix in some of the wooden textures from middle which is also being used by the 2nd point.
http://i.imgur.com/44ZxieM.jpg
Fill up the holes. It makes you believe you can shoot trough them which one shouldnt.
http://i.imgur.com/VypNQU0.jpg
every entrance from last to 2nd have the height disadvantage. This is a huge problem in my eyes because it makes pushing out from last feel really heavy and hard. I think the balcony bit should be raised a bit to match the height of the point (or maybe a just underneath it).
I also think the door and roof out from balcony should be raised. but the fence outside of it remain unchanged. This would make it easyer for soldiers and demos to jump out from it while the fence blocks spam. Just a minor detail.
Another thing to mention is that because there are so many entrances to 2nd, if the attacking team where to hold lobby before pushing last, and the defending team managed to get a player into lobby he would have a higher chance of managing to rush behind them. however that would just be an incentive to push last for most teams. Its an interesting situation which I think will be unique to this map. Definetly need playtesting opinions on that matter.
http://i.imgur.com/4fSW0ot.jpg
http://i.imgur.com/IRPSAlg.jpg
these three big packs are so close together I think you should remove the one in bottom lobby. the one in the alley has a function on mid aswell as 2nd that i think it should stay.
http://i.imgur.com/CIpMzoZ.jpg
This pack is too close to the cafe pack. If you do want a health refill there it should be the smallest health pack and not a medium one.
http://i.imgur.com/8LYFm2H.jpg
I dont know what this fence is there for. If it doesnt have any intention then I suggest you remove it(It doesnt really block any spam if thats what you're going for).
These are just my 2cents from fooling around with it a bit.
The map is very pretty and hopefully it will play as good as it looks. A few things I would like to mention however.
[img]http://i.imgur.com/tr3IYuC.jpg[/img] this pillar in the middle makes no sense to me. It's ugly to look at and its in the way for how one wants to move around on last point.
[img]http://i.imgur.com/kHHvN8R.jpg[/img]
You can see it in this picture. the fastest way I've found to mid is by going on the left there. During the rollout the soldier would have to jump up to the pipe and then wall jump towards the door. if the pillar wasnt there the soldier could do two small jumps close to the ground. Its a minor detail but still annoying.
For a demoman however the fastest way to move to that left door is by jumping over the pipe, resulting in fall damage at the end and it just seems very unnecessary.
Now I think I know why you put the pillar there and what function it has. My guess is that its there to create a wall from spawners to the point, Much like the glass on badlands and gully or the fences on metalworks. But I dont think its needed considering how the spawn is basicly moved into a corner and the two ways of moving out from spawn are easily spammable by being in these two "box portions". If there was anything you would want to limit from that pillar its scouts moving from spawn in which I suggest you remove the pillar and set up some kinda fence or boundary that is too high to double jump over (however I think one should be able to winger jump over) in order to limit the defenders spawn possibilities. With that in mind I also think a good compensation for the vertical openness that the point should be capped a bit faster.
[img]http://i.imgur.com/HNoCXfD.jpg[/img]
There is too much of the same texture being used here. Its one of the ugliest portions of the map and its ugliness exceeds that of even metalworks in my opinion(metalworks being an eyesore of edges while this one just being bland). I think you should mix in some of the wooden textures from middle which is also being used by the 2nd point.
[img]http://i.imgur.com/44ZxieM.jpg[/img]
Fill up the holes. It makes you believe you can shoot trough them which one shouldnt.
[img]http://i.imgur.com/VypNQU0.jpg[/img]
every entrance from last to 2nd have the height disadvantage. This is a huge problem in my eyes because it makes pushing out from last feel really heavy and hard. I think the balcony bit should be raised a bit to match the height of the point (or maybe a just underneath it).
I also think the door and roof out from balcony should be raised. but the fence outside of it remain unchanged. This would make it easyer for soldiers and demos to jump out from it while the fence blocks spam. Just a minor detail.
Another thing to mention is that because there are so many entrances to 2nd, if the attacking team where to hold lobby before pushing last, and the defending team managed to get a player into lobby he would have a higher chance of managing to rush behind them. however that would just be an incentive to push last for most teams. Its an interesting situation which I think will be unique to this map. Definetly need playtesting opinions on that matter.
[img]http://i.imgur.com/4fSW0ot.jpg[/img]
[img]http://i.imgur.com/IRPSAlg.jpg[/img]
these three big packs are so close together I think you should remove the one in bottom lobby. the one in the alley has a function on mid aswell as 2nd that i think it should stay.
[img]http://i.imgur.com/CIpMzoZ.jpg[/img]
This pack is too close to the cafe pack. If you do want a health refill there it should be the smallest health pack and not a medium one.
[img]http://i.imgur.com/8LYFm2H.jpg[/img]
I dont know what this fence is there for. If it doesnt have any intention then I suggest you remove it(It doesnt really block any spam if thats what you're going for).
These are just my 2cents from fooling around with it a bit.