Feedback. I cracked this open in UDK and ingame and have some screenshots to help.
Sorry some of them are so large. Don't feel like resizing the steam screengrabs.
1. Turn off box collision on the church pews, in the mesh collision properties. (The mesh has its own collision mesh you don't need to assign it a simple collision mesh)
You can turn off collisions on the church pews so you can stand on them and people can jump on them. It shouldn't affect Zed pathing or reach-ability. I saw another guy mentioning the inability to jump on these.
2. You really should remove the blocking volumes around all of the cars. People used these to stand on in most maps (BurningParis). There's really no reason to block them off like this.
3. I retooled some of the blocking volumes in this corner by the church. There's no reason to cut off that corner area with blocking volumes.
I removed the volume around the fenced areas and added thin ones for the fence. I removed the angled one you had closing off that corner by the lightpost. I can see logically cutting off areas with fencing/walls but invisible volumes are just weird.
Zeds should be able to path over these volumes as well. As a player I could walk up on top of the blocking volumes for the fences.
OLD (with removed blocking volume for fence area):
4. The tunnel is still pretty short compared to the original. You could duplicate the tunnel mesh and in turn double the length. I looked at your map in the editor and it looked to be doable although you'd have to move quite a few actors/meshes.
There were two double decker buses in the original almost back to back to give you a good measure for scale.
5. I was looking at your Zed spawn locations up on the overpass. Why only have these spawns on one half of the overpass?
It seems like you would balance these spawns or at least put some additional spawns on the top that can go either direction on the right end in the photo.
I do like how you are routing these spawns.
6. Maybe put more/different posters here? Not that it matters a whole lot but there are 4 different posters ingame and you could put them in poster frame boxes.
7. I get a lot of visual lag looking down this street coming out of the police station. You have a lot of fire emitters down this entire street in comparison to the other side (buildings and cars). It affects performance. One street gets 10-30 fps or more than the other street that has no fires.
I get bad performance down most of the entire street. Maybe these emitters could be dialed back so the amount of sprites they are spawning / effect count is a bit lower or slower. Could dial back the draw size of them slightly as well.