One of the issues I'm seeing is that a number of trap spots are being block-bulleted when they shouldn't be. These are all trap spots I've used, and the first 3 are staple ones I see regularly. None of them are viable with the blockbulleting that's added.
Door 5, process_final
What it looks like on process_f5 for reference:
While I agree with clipping the ceiling of IT, I dissagree with clipping the ceiling here in sewer. With how low the ceiling is, it makes it much harder to surf in small dm fights, which I see regularly.
I'm not sure I understand why this part of the lobby area has an added ramp. It makes playing around the pack odd, will have an impact on splash rockets directed onto the pack through 3 (reasonably common), and doesn't have any added value as far as I can tell. Screenshots are final first, then refresh. Both times I was crouched - note how I'm hovering above the floor in the second one.
As roamer I use this spot regularly when I'm expecting to be rushed 5. It's not the biggest deal in the world, but there are legitimate reasons to keep this clipping.
These doors being pretty low plays a large role in the dynamic of stuffing players when they're pushing, and I think is much more of a direct gameplay change than a QoL change (as are any other door height changes). In general, I'd stay away from gameplay changes unless there's a real need for one that's broadly agreed upon. I'm very curious how this will play.
These next few edits are a matter of opinion I think. Particularly without the direct permission of the mapper, I disagree with making these changes where the aesthetic/visual impact outweighs the gameplay impact, and dislike seeing changes like this made. I don't think any of these have significant or common gameplay effects and don't need changes made.
I don't understand why the texture here was changed. This seems so inconsiquential to gameplay, and the new texture is jarring and looks out of place.
wall thing
This one I can understand a bit more, since it probably has clipping implications, but the pipes contribute significantly more to the visual quality of the spire than little concrete trapezoids. I'd much rather see these just blockbulleted so the visual quality remains but the gameplay aspect is improved.
I don't get this antenna change at all. One of the staples of tf2 map design is assymetric out-of-bounds map design, even on symmetrical maps. This change has no gameplay impact and is only removing the artistic choice of ScorpioUprising. This is the change (and type of change) I disagree with most, and don't see how it has any role in a project like this.