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the map cp_broma orients to the gameplay style/capture point method of gravel pit. regarding the maptheme i tried to conform to the typical tf2 standard look.
Pros: Blooming excellent. Feels almost like an official map.
Cons: Slightly smaller than the official ones (or so it seems), and a couple of bottlenecks and very concealed SG areas.
Improvements: Not much really
Pros: feels like a TF2 map
Improvements: whats the point of the small room to the right of the red spawn? the one that has 2 windows into the next small hallway that you can crouch jump into, I dont see a good use for it
Pros: The map realy makes a nice use diffirent heights which results in a nice variating battle. The distances of the points are very good in the layout
Cons: I didnt like the fact that a bit part out of blue the spawn isnt reachable by the red team and it didnt allow teleporters. This slowed down blue and made red too much forced on defence. This was good noticeable at B where you see a large doorway which is locked for red.
Improvements: Since the caps themselve have a very nice layout (i like the fact that B is hard to cap meaning you first have to take the full area because you would simply get knocked off the point). Still, a part of the spawn exits have to be open for red so they can start a harder defence there making it a bigger chalenge.
Notes: As the map still plays good even though the route is sealed the map is good. its just a single improvement that is needed because now it played a bit weird because blue will allways get the point in time as red hardly can take the area back.