The real trickery with doors or a hall is that… if a bottleneck or choke point is done right; there will be other ways to get around it but the immiediete hallway/door makes for a very fun/good fight. You make it desirable to use this hallway/door but if its completely owned by one team its not the end of the game. These create fun and interesting firefights.
Geez, my typing was terrible in my last post!
Also, it bothers me when textures are just put next together. Say you have a flat plane that makes a wall, but its composed of two or more brushes. Nothing bothers me more if the textures don’t match and there isn’t an obvious reason for them not to; ex: its a border texture, frame, window, etc
Just changing the wall texture half way down the wall doesn’t happen in the real world unless one sticks out a few units more from the other; then that is okay; it gives a sense of layers.
A really huge annoyance for me is bad lighting; which I guess is very easy to achieve from the looks of some maps. Best suggestion is just make a map with 12 rooms and experiment every light you can. My favorite is using the fade parament… because most lights in the real world don’t go from lighting to not lighting… its gradual. For my current map I use these settings for a really nice soft effect that still gives a good amount of light:
fade: .27
light: 70
radius: 768
And a little color always goes along way as long as its desired for the setting.