Now that I customized it (I think it's much better now
), I'd like to take some time to talk about my opinions. I don't have particular issues about the scripting - bot are moving well and they do everything you might expect from them. I've only found one bug; they sometimes stand near the point without taking it, but I'm sure you're already aware of that, probably fixing it as i'm writing this. Once you fixed this one, I think it's gonna be all be refining for the rest. Maybe you can look at the announcer: when the match ends he only says 'flawless victory' or 'humiliating defeat'. You could modify it to reflect the score gap - if the difference between the teams is very small you could use the standard 'Red/Blue team is the winner'.
What I don't like that much about the maps is their quality - I think it's really uneven. Some maps are very polished and incredibly good looking, others seem like they're in alpha stage.
Contrast: it's huge, and you must certainly play it with a higher number of bots than i did (I played with the default 5), but it's not optimized. Pretty much everyone said it runs hitchy on their PCs and to be honest even my rig (core2quad 2.4, 2GB ram, radeon HD3850) struggled a bit with it. When it comes about gameplay, it's the misty part of the map I don't like. I can't remember the places, they all look the same. I think it would be much better with some more visual particulars on certain routes, so that I can recognize them immediately even between moving from a location to the other. Maybe add dirt and scratches near the crater area... something that stands out more, especially along the footpaths.
AKI: I like this one. I think the basic idea (the canyon) is great and, as a translocator lover, I like it even more, because it suits some tricks and long translocations, but I think you can do better refining graphics. It doesn't convey the idea of a realistic location, I see it just as a pileup of meshes and I think it wouldn't require that much work to overcome this feeling. Think about that square with the giant rock on the middle. Would it be nice to smooth the lower edge of the rock sinking into the floor, maybe with some broken tiles, or cobbles, or little plants? The inside of the castle could use some more work too, especially decorations or dirty decals on the wall (the sniper room feels very empty, and the rocket launcher pickup base on the curved bridge on the left of that room floats in the air). Why don't you maybe add a support for those floating steps?
Apodos: I don't like it. Too large, too simmetric, too much weapons scattered without a real layout (if you respawn on the upper ledge at the center of the map you have a shock rifle in front of you, then you hop down to the ledge beneath and you have another shock rifle!). I don't really like the general flow too.
City Domination: one of the best in the pack, IMHO. I like how it's done, with this mixture of izanagi and common urban architecture, the lighting is good and gives the map a nice old school atmosphere. You could work a little more on the metropolitain area though, I especially don't like there are no holes at the side of the tunnel, and there could be some more dirt and decals. I'd also like to see a blocking volume that covers the walls of the central building (the one with the point on the roof), because if you want to take the vials and walk near the wall you harshly stop on the decoration that slightly juts from that wall.
Cinder Foundry: this one seems like an Alpha version to me. There are 3 meshes on this map. Some doors are simply BSP holes (that don't even follow the bricks, all of them cut the brick in half on the upper edge), the wall texture is repeated too much without a mesh helping out breaking the monotony, not a pipe, not a dirt decal. Lighting is very flat too. And I think that's a pity because it's a very good map and bots navigate it flawlessly. I was very disappointed seeing that this one wasn't on the updated map of the changelog. Come on, finish it!
Condemned 1 & 2: Why remake them both? I never guessed why there were two of them that played exactly identical in the first place. The external part isn't bad, but the interior is too clean and the stairs mesh suck (he has the texture misplaced on them).
Gharden: I like it. It miss a dynamic light for the door of the keg room (it's completely black) and I see bots stuck near the entrance of that room, trying to traslocate themselves up to reach the keg. The external courtyard is huge and I don't see why it should be so huge. And the sounds on the map are FREAKING LOUD! My God! The wheel on the central room makes an unbearable noise, like some machinery. Lighting colors seems too much random to me, maybe a more unified look would be better. Putting this aside it's a very fun map. I like both layout and item placement and I think with some finishing touches it's gonna be perfect.
Lament: No comment here, i like everything on this one...
I hope you're not taking some of these opinions like a personal attack. Everything I wrote here is there to give you some constructive criticism. I wrote it because I care about the mod and I want it to become as refined as it deserves to be.