When I look at the image of the node, I wanted to give the map a chance. But after really checking out the map, right after I spawn I realised the image is definetly creating an illusion. Even tough it isn't showing the best geometry (very cubistic, like if it's minecraft or something), the texturing and particles effect seemed to be ok.
But back ingame.
The theme... eeerm what's the theme actually :S? It's not bad to tell some stuff about the map wich is more interresting to mappers than players.
The texturing isn't great. You repeated the same textures too much. Try to use more textures instead of only lunaran or just more of lunaran's texture pack. Let them also fit the geometry, unlike using the small metal plate as a carpet in rooms. Observe maps like corruption or nmp4.
The lighting isn't that great. It's just pretty boring actually (and pretty unrealstic, like you've used spotlight-textures in lines, wich really breakes the atmosphere.
The geometry is bad. The map is far too flat, straight and too blocky. Observe other maps to check out what and why they added geometry in it. A very good (and simple) example is "ruby", wich has pretty rough but still subtle geometry.
The detailing... there is none. Try to add some, but after you fixed those other points (like geometry, texturing and lighting).
The flow, isn't existing. Having huge flat halls can't be called a good flow, since it's just like playing on "newmap".
The gameplay is bad. It reminds me to my 1st ctf map, deathcastle, but even that had a better gameplay and flow (it was consisting out of 3 floor wich were connected by ladders, stairs etc). Way too low ammount of pickups, even for an 1 on 1 map. Also, think before place. No-one is willing to run around the map for some shells
Some huge gameplay/flow mistakes:
- A deathmatch map actually never should be symmetrical, since it's not designed for teamplay (like ctf and in some cases capture is). So when making a deathmatch map, make sure both sides arent identical to each other (and don't only change lighting and say "no, there arent symmetrical", but really change the geometry, gameplay and flow!).
- Some weird jumppad is blasting you to another platform, wich is completly unlogical (since you make a faceplant to a wall first before landing).
- Why the hell did you putted the quad in a dead end, while you cant even get out anymore after you went in? I know you could go camp there and slaughter any enemy that pass by, but it's unlogical and very annoying since it's just asking all attention around it's area.
Overall, I've seen better 1st posted maps. Maybe a good experience that you've posted it tough.
I'll give 2/10 for it...