Hello Fatality!
My view on this map:
Theme:
What theme is it? I cannot tell. Industrial? Futuristic? Realistic/natural? It looks all mixed up and does not create a certain atmosphere.
Layout:
The basic concept is good, but it could be improved i a few places. I like the healthboost-room a lot, but it could use two more entrances from the sides, if possible even on different height levels. The crates in the center are pretty annoying, also that windows/"breakthroughs" in the big pillars are getting my nerves, counterintuitive and flowkilling.
Gameplay:
What is the point of placing two playerstarts right next to each other?
The items are not placed very well. Also, a big item floating in the air is a no go for me. Maybe you decide to take clear decisions like: This is the rocket-area/room, that is the bullet-platform, in that room, people will be able to pick up 50 healthpoints. Try to figure out a concept, how much ammo and health you want to be in that map - balance it out. Try to figure out, what weapon is useful in which place/room. It looks pretty random to me like it is now.
Also some items kill the flow (near walls/in dead ends). Generally it's a good decision to let people pick up smaller items by the way/flowing by and force them into more dangerous places/moves/jumps to pick up bigger items (like you did with the healthboost above the deathclip).
Texturing:
Basicly same point like the "theme": A very stange mix of different textures, some support shaders, some dont, some are industrial, some futuristic, some natural. The floor textures in the buildings are bad choices imo, very small and detailed, whereas the walls are empty and boring.
Try to figure out a set of 5 or 6 textures, that work together very well (2 floor-textures, 2 wall-textures, 2 ceiling-textures, maybe a rock- and grass-texture in addition). AFTER that is done, add trims to structure it. And AFTER that, think about details ...
Details:
There are some very nice details in the map, the shit/fecies running out of the pipes, some computer-like desks, some broken stuff. But all in all this also looks very mixed up. And - this makes the map look very stange - there are no proportions. Take a look at the pipes for example: very big and very, very thin and tiny pipes. It's the same with the window, very big and very tiny, they just don't fit the buildings. No proportions => no coherence => strange/"wrong" look. Try to think "realistic": Even if the buildings are not accessible: How many floors does the building have? How high are rooms inside? Where would an architect put a window for what purpose? how big should it be?
Light:
Pure white lights are boring and unrealistic. Try to find a more realistic slightly different tone, really just slightly, no disco please. If you have found that basic tone, try to find a contrasty to, just for smaller lights, some places to counter the basic tone.
The things said sound a little bit negative, nevertheless i think, it is a good map, which has potential.
Greetings
rabe
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Rabe's Map Storage