I think the map is great! Couldn't test in MP, so I was just running around and exploring things. Distinctive areas have different styles, which architecture wise makes it non-repeative.
Although I've quite a few comments, make no mistake: as I said, map is great!
General: Are there any doors which the player can open? Just curious, couldn't find any.
Is it by design that you want players to be able to stand on the frame of the doors? Generally I found the looks of the doors a bit weird, because their frame stands out so much. There also another thing to consider: players will hang at them when trying to move along the walls. I found this to be quite annoying, when you've fast action going on, you don't want to fail just because you literally ran against the door frame :)
There are these bars around some of the entrances at around a height were it stops player movement when you jump-run around the map and hit it. Also, the player can climb up there, but cannot climb anywhere. Although I like the bars from a stylistic point of view, I found it to hinder my movement.
I really love this construction part. It provides a good cover, too! However, I found that I tried to crouch behind it and the jump over it and storm away: not possible directly, you need to go back a few steps and the run at it and jump over it. I don't know how it would make for the cover, but it wold be great to directly crouch behind and and being able to jump over it.
When you come from the elevator out of the building complex, you've this barrier on the right. It seems some invisible wall prevent from going directly at the barrier itself at this point. No biggy, just a bit irritating. The other barriers on the map seem to be more exact in that regard.
The van has a the perfect height to climb up on it directly, but from back and left/right side it just doesn't work. It works from the front because it's not so steep. You can use the street light to bounce off of it and on the van, but I think it would be better to be able to directly climb it.
Just Awesome :-)
Oh boy, those lamps and the bar at the entrance again. While doing funky chicken jumping around, I quite often hit the bars and especially also the light. I think the light is great and should stay, but it shouldn't block player movement .. and the bar also shouldn't (but it would be more problematic if it's there but not blocking and you also can shoot through it). As I said, the bars give character to the map, but for the fast movement I found them problematic.
No grass sound on any of the greens:
By bouncing of the bridge support on the right you
can climb on the container, but you can
only crouch there. I found that great for gameplay! However, due the construction of the bridge above, you cannot move left/right. Maybe it's intentional, but it would be great if you have complete freedom of movement on the container (but keep the crouching, feels great up there and shouldn't be too easy for players to be up there; however narrowing the full movement makes it too hard IMHO).
I just found this space to look very empty, maybe put some coke machinein that corner? Could also emit some nice lighting color in that area.
The ledges at the building in front here can't be grabbed/climbed up. At least I couldn't manage to. The ledges on the building in the back work. I think it should work there too, because it so much looks like it works that it's irritating it doesn't (because it already works on the other building).
Overlapping texture problem:
Overlapping texture problem:
Again the light at the ceiling hinders player movement, especially here I found it annoying, otherwise you can nicely start a speedy jump -> crouch into window, slide, etc, but you easily get stopped by the light.
Since you're using glass already on other parts on the map, I found it would be nice if those windows up there would have one too. (Hmm, thinking again, maybe it wouldn't make sense because the other windows look to have (dirty) glass ...)
The hit box around the tree is problematic. Usually I wouldn't bother, but in this case the trees at the center in the small yard will become strategically important. In this shot I was clearly aiming at the glass but the bullet never got there:
Thanks for the map! :)