Hi. Map seems alright! It'll be added to rotation when you iron everything out. There's quite a few things I'm listing here that should be less than a days amount of work but here's some things I'll point out to help you. This also goes out to anyone having similar issues as well. I've repeated a few of them here and there so it might be tiring but if you're ever having trouble it may help. 1.) Point_tesla from "Electro" renders through the map. -> In lgtning_noz.vmt, remove the "$ignorez" "1" line. "noz" refers to Ignore Z axis. Essentionally, ignore everything within the map and render through everything. 2.) Map attempts to appear being dark at end of levels. -> Use a color_correction to try and simulate it better with the apparent darkness from your tonemap settings or consider adjusting them. It's too dark and even unlit textures don't quite appear as they should. -> "materials/correction/sunrise.raw", a correction that already exists, with its "Maximum Weight" adjusted to be fitting could be helpful for this. 3.) Map is dark overall. -> Outdoor lighting is overall dark for its skybox texture. -> Example 1, Example 2, Example 3 4.) Lack of env_wind with props that support $treesway. -> If a map was played previously that had env_wind entities, your map that lacks env_wind will take those settings. -> Example 1, Example 2 5.) Some lag around the map - ensure prop_dynamics that have collisions set for "Use VPhysics" have actual collisions. Otherwise set to "Not Solid". -> This will lag a server and put it in the red if a player idles over them for long. You do have some cases of this. 6.) Lighting seems to not be compiled well. -> With CS:GO's latest updates, cascade shadows have managed to become seamless and smooth. An example can be seen here but yours appears tinted and blue-ish. This can be fixed as long as you don't use any HDR values, named lights or lights with effects. As seen hereyou have made that mistake at least once. 7.) explosion_huge was ported senselessly. -> Just a tip, it is now explosion_c4_500. To find what particles are used and emitted from Valve maps if it's ever needed, using "cl_particles_show_bbox 1" in console will show a bounding box of effects that are active in a map with name of particle effects. 8.) Add cubemaps. Slayerdragon was not able to figure it out so here's hoping you're willing to give it a try. Reflections add a lot to a map. As a reminder you're porting this from CS:S to CS:GO. You want the map looking at least a bit sharp looking and making use of what the game can offer. Postprocess_controller is also an available option. Cubemaps should be at least 64 units in height to match near the players height. They're cheap, very easy to add and adjust. 9.) Skybox textures are not clamped. -> Resave the textures with flags "Clamp S" and "Clamp T". These will fix the texture from clipping around the sides. In summary, turning the current skybox textures mess from this to this. It looks much better and seamless. As I'm sure you will likely have trouble I uploaded the example used from the screenshots. This will work just fine. Mipmaps are not saved as they're not used for sky textures. So you're also benefiting from saving a bit on file size. 10.) After defeating the dragon boss ensure players speeds are reset back to normal. This was a thought that came across my head when I used to play the map. Otherwise players will die if they're caught being slow with an attack such as "water". Yes, it's amusing but not cool. 11.) Lots of props drag and dropped with textures that already exist within the game. As we can see here you have "water.vtf", "milground008_2_plants_tooltexture.vtf" (Why? Tool textures are not going to be seen in a map, ever.), "detailsprites.vtf", "milground008.vtf", "nukfloorc.vtf", "milground008.vtf", "milground002.vtf", "crate_extrasmall.vtf", "ladderwood.vtf", "crate_extralarge.vtf", "acunits01.vtf", "acunits01_ref.vtf", "fuel_cask.vtf", among other things. You also have props packed that are already in the game and props that haven't yet been replaced but drag and dropped anyway that already have fitting replacements. It doesn't really appear you gave this much of an effort at all in giving quality regarding file size. Drag and dropping props that aren't ported is dangerous too, players games will crash if you are reckless. -> Ensure the props are ported well and under a different directory from Valve's. You can use Crowbar that pretty much does all the dirty work for you and all you have to do is decompile, change directory and recompile. Ensure too that textures and models exist by either checking in Hammer or GCFScape. GCFScape is a very handy tool to check and be sure textures exist in the game so that you don't need to pack them wasting download time and space. Once again, ensure you replace as many props with something similar that are already in the game. You wasted already a fair amount with just the potted plants and chair benches that can be easily replaced with something similar or identical to ones in CS:GO. 12.) Minor @ setpos 4139.076660 -10685.252930 1433.107544;setang 12.561981 -18.177761 0.000000 - A particle from the dragon boss was colliding with the floor. Not sure which. 13.) Majority of particles have always been excessive and lags clients. Seen here there's two things going on and it's already a lot. Consider replacing or reducing them a fair amount that does not impact the actual effect. 14.) Game_player_equip will (and has always) mass equipped weapons to players regardless of team. That includes zombies. A weapon_elite will always spawn and be dropped for every player that dies and respawns as zombie. -> Most of these weapons are NOT equipped because "Strip All Weapons First" is not checked in flags. Ensure that it is checked off. It's the only thing needed. You will spawn with the default CT/T pistols when playing on a live server and an extra knife and elites will drop from you. With the flag checked these are non-issues. Ensure you onlyequip a knife and item_assaultsuit. These are the only things a player ever needs. Otherwise servers may struggle with edicts issues. 15.) Any and all triggers that are parented will fire repeatedly per tick. This is something to know and be wary of. OnStartTouch, OnTrigger, OnEndTouch, OnStartTouchAll, OnEndTouchAll, etc. will fire repeatedly as long as it's parented. -> Working around this is best using a logic_measure_movement for parenting and not parenting by normal means. The triggers will work as they should. I'm noting this as during the test the server went red in areas where triggers might be parented. I could be wrong though and it could be something else but I'm going down the list through my head here. 16.) During the end of the map sv_airaccelerate was set to 1... That's a bit absurd. Is that your change or Slayerdragon's? It really shouldn't be changed at all. 17.) To note above, as it's a cvar change, your cvars related to Z:R and whatever else (sm_csay) will not fire off in CS:GO. Only cvars you're able to change are listed in bspconvar_whitelist.txt from your /csgo/ folder. You should work around that only. 18.) Minor and pity @ setpos -575.132935 -734.756897 2459.385010;setang 30.431501 51.059078 0.000000 - Water used is cheap and is flat. Consider using some of CS:GO's newer water textures. As an example, "inferno_water" or "boathouse_water". Any are significantly better than "dev_water". You should replace any and all dev_water's with something newer. 19.) Some other miscellaneous errors from console. Pasting here. Apologies ahead of time for any wording that may sound like nonsense. If you need any clarification you're free to contact from Discord or Steam. Added. If you don't see it, wait at least an hour or two from this post for it to appear.