

But it's too thick for sheet metal, and there's an invisible wall above it. What I like about the outer wall is how you chose a distinctive color to mark the boundaries of the playable area. The map also feels like a believable place. I like how some weapons are put in vulnerable spots (top of the crane, inside containers), forcing players to take risks, and how the water pool warns nearby players when someone picks up the AR2. I think the small, square layout is fine - it's guaranteed action even with a small number of players. This really helps to improve a map's atmosphere. Some of the HL2 maps have great background sounds such as the Combine announcement system, scanners, trains going past, birds singing, and other effects. Currently the map is silent, and could do with some extra ambient effects to make it feel more "realistic". Take a look at what audio options you have, such as soundscapes and ambient entities. The basement only has one entrance and one exit, which can often make gameplay more predictable - maybe some extra entrances to the basement area would help.

Remember that variation can be vertical as well, maybe you could add an extra level to the building or make the rooftop accessible to increase verticality. If you want to keep the square layout, you could add more walls or props to block sight lines. Maybe you could change the layout of the map - take a look at the layouts of other HL2DM and CS maps to see how they have paths that connect together in different areas, and let the players move about in multiple ways while still not being able to see the entire map from any one area. You've got some variation with the underground section - which is good, but in the end, there's parts of the map where you can see from one side to the other which isn't the best for gameplay. One thing that stands out to me is that the map's layout is a square.
