Dedicated texture artist and modellersI agree that texture artists and modellers aren't easy to find. Maybe it's good that one of your team-members starts focussing on it
if that's possible...
ModelsAnyway, for the models: I use Milkshape 3D, a low-poly modeller and it works great for HL models. The fence model took me 15 minutes to redo, giving a lower-poly, smoother version. If you want it,
go ahead. I didn't fix the bone structure though and it's certainly not the best quality as I rushed it, but hey...
(So, if I have some free time, I could do a model or two now and then...)
If the 3DSMax exporter gives trouble, use something else. It's the end-result what counts, not the in-editor thing. A friend of mine used a plane model I made for him in his game and the textures were all flipped. It turned out to be a problem with the texture format, so he used another format instead.
Spicing up the planeThe plane looks fine the way it is now, but using models for details on it is a nice thing, isn't it? They're not important for collision or anything, just to make it look better...
Gameplay versus visuals... or is it gameplay and visuals?As for visuals, it's good to focus on gameplay first, but visuals and overall impression are nice things to have at hand when it comes to convincing people to download the map. My brother, a CoD player, likes good-playing maps but he favors the good-looking and good-playing maps. It's a win-win situation, one doesn't substitute the other, they work together.
And hey, didn't you just create some nice terrain there? So you do care about the looks of it...
Getting stuck and generally hard movementI got stuck in the small crawlspaces between the helicopter and close to the tower. One crawlspace had a 45-degree brush above it so when I tried to enter it (I usually crouch as late as possible to save some time) I often bounced off the brush above it, ending me up next to the crawlspace rather than in it.
Also under the bridge terrain was a bit hard to navigate, the point where you get up the bridge, opposite of the bunkers and coming from the airstrip, also wasn't very easy. I'd rather keep running on a path than having to jump to get further.
The rest of the terrain looks very well done though, good job on that.
Don't let the map be blamedAs for using your brain once, I'd rather see my maps played again...
Sure, vary the 'cost' of a path by making a safer route longer or making a shorter one more vulnerable to enemy fire, but watch out with restrictions. Players must blame themselves for a death due to a bad choice or bad skills, or let them blame the enemy for cheating or just being good. But avoid letting your map take the blame.
Make paths have their cost, but don't forget the gameplay dynamics. CS is a shooter, not a watch-your-steps-game. Players focus on the combat, not on the micro-movement. Speed is key when getting to an area so slow parts can get annoying. Read Dave Johnstons articles if you haven't already. He fine-tuned his player spawn-points up to seconds. A 2 seconds difference meant a total over-balance of the map... speed and timing is key.
Also, narrow area's only allow one or two players at the same time. If you're allowing up to 32 players, then this map is too narrow. It also allows little dodging which might get frustrating.
Oh, and did I already say I'm a perfectionist?
EDIT: I read on your site that you were forced to optimize when the map wasn't even done... how do you guys work? Creating detailed rooms first and expanding the map room for room, or creating a bare-bone basic layout to playtest first and detail later?