The screenshot and description seems to be pretty interesting. I'll check out the map soon.
Started yesterday with reviewing it, but it somehow wasn't being posted. Let's take another look...
Content
The screenshot itself isn't bad in looks, but it's not really showing off what the map actually is containing. It's a good loading-screenshot ingame, but not for on Quadropolis. Try to add more dimensions in it.
It actually is required to put down the original name of the map in your content, as people can't put a good review in it. So... how is it originally called?
Theme
The theme, well it seems to be abstract space-like, but it doesn't feel like that at all. In some places, it has some pretty cheap details (which isn't bad, there just need some more of them), while at other places, there's just nothing as detailing.
Texturing
The texturing can be done way better. There are several textures which aren't fitting the rest of the map. Nevertheless, most of the texture do fit their geometry.
As it's pretty unusual to use textureblending on a theme as space, what about using some of the other texturing techniques? I've seen you already did some quiet nice job with alpha-material, but I'm sure you can do more than just that.
Geometry
The geometry is ridiculous high. The pillars in the middle which look like balls melted into each other can contain WAY less triangles by filling them with cubes (and skytexturing the remaining triangles and setting skytexture
to 0).
Those bars which are sticking out of each entrance in the middle doesn't seem to have any purpose at all and aren't that great looking, so what about some replacement which is a bit cheaper?
Lighting
The atmosphere of the map isn't bad, but it could be some less dark. Not being able to see what's being showed of in a fully dark corner is a missed chance of showing off something beautiful. There are a lot of light-sources missing also.
Detailing
The detailing of the map is pretty odd. As for example, what's the sense of a soda vending machine in a space map? Same questions for those emergency doors.
Clipping/Noclipping
The clipping/noclipping isn't done bad. Not much to say about.
Flow
The flow, is a disaster. You can't jump normally without getting stuck because you should have jumped another time instead of continue walking. And the opposite exists also, jumping too far so you'll miss a pillar for example, which gives you a faceplant to a wall. There also seems to be a lot of underground bases outside which isn't accessible at all. Even if people would be able to navigate there, they probably get lost because it's like a maze.
I see you've made a hole in the wall to "pull you up" with a jumppad after not being able to make it to a flagbase. Seems to be a cheap solution which isn't working very well, as the hole can easily be missed also and even when you fall right into it, it still killed your speed and when you pop out the shaft, your dead meat.
Just redo the whole layout and get it proper. The map looks more like a monkey playground were you have to swing from 1 branch to another than an actual gameplay map.
Bots also seems to feel very uncomfortable in the map, as they keep falling of pillars and platforms. Next to that, they really never go get the flag, as they keep roulating in the same pattern.
Gameplay
The gameplay is pretty odd also. Adding 126 playerstarts in the map pulls some question marks. Even 1/3 of that probably would do already (maybe even 1/4 would be enough).
The item placement is pretty odd. When you get launched on the middle pillar, you're able to take the HB as well as the quad and even a YA afterwards. This really creates a dominating position where it would be a piece of cake to get the flag and bring the flag back to your own base. On the other hand, you've slowed down the gameplay by adding camping spots at each starting point of both bases (which actually just kills the gameplay for instagib modes). The classic ctf-mode has another problem; the first which is actually in the centre, will dominate the entire time. Next to the powerups, there's everything you need, like riflerounds and health. A perfect situation to keep waiting till one of the opponents comes out of 1 of the 2 doorways and just hit them. Piece of cake, you only need 2 players to do so while the rest of the team just grabs flags and keep running.
Overall
This map seems way from done. 5,51Mb for such kind of map seems to be a waste to me.