Well it is only a beta Defur, but I do agree that mustard will probably want to fix that before b2.
I gotta say that I like a lot about this map. The idea is pretty interesting, as the name implies, focusing on moving vertically instead of horizontally. I also absolutely LOVE the room at the end of BLU's tunnel (the one outta the spawn) with all the bombs and the feet sticking out.
Aesthetically I think the map is pretty good. It looks interesting, not more of the same old same old in terms of architecture, even though the textures are the same.
My only small quibble on looks is that the roofs should be a different texture than the red brick, and probably you should have at least a small ledge on each building, so the edge of the building isnt simply a drop.
On to the more major things though:
Sadly its hard to comment really without playtesting, and playtests on custom maps are a rare commodity, but I am concerned that the whole map may be too wide open.
This leads to a couple problems, not least of which is sniper syndrome, but also I think that TF2 is fundamentally a close quarters fighting game. Sure you got rockets and grenade launchers, but how effective really are rockets from long distance, how effective are sentries in wide open spaces, or HWGs.
Also while I think the buildings are really well done, one has to wonder how much fighting will really take place in them. All the cps are up on the roof and it seems like its easy enough to get up there. What’s the incentive to use the interesting buildings?
Perhaps one or two of the CPs should be located inside buildings. Perhaps have one cp at street level, one in the middle of a building, and then one on the roof? Or perhaps you can have one special CP inside a building that gives some special bonus, cuts off routes like in cp_steel.
Well I would love to test this map with actual players, and anything I say is mere speculation until then. Once again I wish valve provided mappers with a way to limit classes (no more than 2 snipers on a 24 man server for this map.) Speaking of which, this map might be well suited to 32 man, given its size and the abundance of rooms. If anyone is playing this on their server I'd love to know.
While I have concerns about the map, I have to say it looks like jarmustard is a impressive mapper, especially since this is his first submitted map. I definetly hope it plays well.
A cheese, or an anvil.