In response to your 'rebuttals':
The london skybox doesn't fit the sci-fi theme of the map, so I don't know why you would want anything to do with it..
It really doesn't matter what YOU think. You're trying to make maps that EVERYONE else enjoys. Scrolling wires are a dumb idea, because logically wires would never need to scroll. Only fluids (think Reissen) or some mechanical textures (think Recovery) make sense with scrolling. Wires don't. And the wire texture, imo, doesn't even look that good. But that's my personal opinion..
I don't think it is of anyone's value for you to be adding subfolders to an already-established one. If you want, you could make your own folder and throw "shiny" in there, but Trak5 is best left alone unless useful content is added to it.
Can you actually justify lack of quality with "my past work wasn't good and nobody cared.. why should they care now?"
No, those details actually don't count. That's because they're basic, boring, and above all poor-quality details. None of these things would have taken more than 2 minutes for you to make, so in my books they're just objects, not details. Moving on.
If you're going to compromise the map's looks for its graphics-intensity, then there's no point in even making a map. You could make the map with larger details that work well, thereby making the map more "computer friendly", but eventually you have to stop giving in to practicality and make something pretty. There's a reason we have smaller gridsizes. Use them, but use them sparingly. But please, do use them. Second, do you actually care about filesize? This whole mess was 22 megabytes, WAY over the average packaging.
I can't really comment on the clipping. I like the round corners and stuff, and think they could add a trippy effect to gameplay.
And, my god, just put the pickups in. The map's going to be played in ALL gamemodes. Insta is the only case where pickups aren't important, but plenty of people enjoy other modes. Don't tell people what they're going to play; put the pickups in and let them figure it out.
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You might look at my old map, Plasmer, for inspiration on what NOT to do. It featured very large buildings with basically no details on them. The ultimate goal of a player is to climb up the tower to get to the very top. There, there are no details whatsoever. It's flat, with one texture. Nothing even marks the flag, which is suspended in midair. The focus of your map is unfortunately upward, rather than forward. This has a couple of problems: first, people have trouble aiming at sharp angles, up and down. A forward-designed map relieves this. Second, it severely limits the player's choice in paths. In this case, they have, what, one path to take to the top of the tower? That's not interesting, or nearly enough.
The geometry is repetitive at BEST, ad nauseam in many parts. It could easily be cut down in half, but at this point I think the map is FUBAR..
And your packaging.. That was fun to decypher. First, put the .zip on this site rather than an external link. Next, the picture should be .jpg, not .png. You have additional useless files in there, like .cfg~ for example.
Sorry for the harsh tone, but you seem to have protected yourself from all criticism, even given the trainwreck that is this map.