CTF-TrainYard has a little gimmick to it, which makes it fun to play. This large, symmetric map designed by Rev. Billy G aka Aaron Tuxford, plays pretty well with 10-16.
The bases are separated by a long tunnel: one that you don't want to run down. This means if you want to get to the base, you must ride one of two trolley cars. They quickly shuttle you back and forth, and they change the normal strategy you are probably used to. The multiple routes to the bases are usually very risky with 16 players, and once you have the flag in your hands, your concern becomes catching the next train home. This means you can have the flag in your greedy, little hands, but might have to hang out for what seems an eternity before a train is available to you. The train pauses before it departs, so you also have this wait to worry about. Once your train zips toward your base, you are usually home free, but it's those moments before the train departs that are challenging. The map slows just a bit when you get the flag and turn around to head back with it. This should only affect slower systems.
The train station looks pretty believable with a high, half Quonset hut ceiling. Hallways and tunnels are available for various routes. Sniper spots are provided, and rounded hallways give you some cover. Besides all the block, concrete, and steel, there are some beams, pipes, crates, and green glass. There are some spots where better attention to texturing was needed; most are difficult to notice.
The bots will join you as you depart for the enemy base. The thing is, I only had one or two bots joining me. So when we got to the enemy side, I had little support, which made the game difficult, but at the same time fun and challenging. The bots also seem to ignore the elevators that take them up to these sniper ledges, but they do swarm you bad enough that you get a good fight overall. The item placement is pretty heavy on health. But with a bunch of bots, you need most of it. The weapons are pretty heavy as well, but this is mainly due to the author trying to give everybody their favorite weapon.
The lighting was righteous for most of the map. Subtle colors were used very well in spots. I'm not sure where all the lighting is coming from at the edges of the tunnels, though. There's not much in the way of sounds, except for the movers and some music.
~End of Review~
For the author: Look at the catwalks at each base and you'll see an odd texture mix there. It looks like you made them wood, then changed them, but you missed a sliver. It's most noticeable at the red base. Your lens flares are borderline overwhelming sometimes. The biggest problem that I see is that only a couple of bots will ride at one time. I kinda liked it this way, because it made the map more challenging, but others may want more support.