First things first:
Always try to base your lights off a source. Try to add variance to the lights. Do NOT go around and spam the default “light” entity all over the place. Sure, this is better than mat_fullbright, but this is so incredibly sloppy its like why did you bother releasing this map?
in De_supply, the light seems just so bright and doesn’t have enough atmospheric feeling to it. No fog or bloom effect. Just a really bright sun.
This image right here, we’ll focus on this for the interim.
What is wrong?
It seems you use 1 wall texture on the exterior. Mix it up.
That ledge, the bricks are not lined up correctly with the other bricks. Rotate 90 degrees.
Stretched wood texture. Either find a new one, thin out the brush. Dont stretch it too far, otherwise the texture looks like ass.
Brush/Geometric Detail is severely lacking. Your walls are too thick, your walls are too high. The model of the windows is the same, and spaced evenly. This doesn’t make your map look better, it makes it look sloppy.
Models are just spewed everywhere. No apparent reason why theres barrels or boxes there, no this isn’t artistic. Give them a reason to be there instead of just spamming shit everywhere.
For the dusty ground, try using displacements where you can. No, don’t be making mountains. Just add some sort of feeling that the sand has been shifted by the wind. Maybe add small mounds near the walls or something… give the atmosphere some feeling.
For the aim map, i really have nothing to say. There is really nothing to say. Its an AIM map. Its basic in design, the atmosphere is basic. The gameplay is basic… the map really holds it to that.