Played it on all gametypes including Team Game Plus (domination map).
Design.
Classic styled, almost symetrical design, edges with different textures.
Lighting that let's one simply shoot at what he sees without making his brain process extra information.
Coronas are a bit annoying, I'm not saying they shouldn't be there, but a 33% size reduction wouldn't be half bad.
For a tunnel map, you did a very good job making it hard for sniper campers and shock hoes to gain advantage. Playing with biorifle, minigun and pulse gun is actually a choice to be considered.
Team Game Plus.
It perfectly gets a 10/10 for me, it's the kind of map I prefer to play and design.
16+ player capacity, separate moderate size battle grounds preventing the map into becoming a monster kill blender in a single hot spot (take Phobos as example) and giving you the chance to frag when you're not in the same zone as the nearly unbeatable player which most matches seem to have.
Domination.
Seriuosly puts translocator and evasion skills in test, zones are appropiately separated and balanced.
Funny enough, unlike most maps, it's the middle control point that's easier to camp/hold, though maybe it was me and my 2 BotZ teammates making that happen during the 4-team test session.
Assault.
The player limit is well thought, anything above 12 makes it nearly impossible to reach the destination (maybe I should have typed "kick Loque" on that one).
Didn't open it on Unreal Editor, but noticed that Bots defend right next to the objective, while BotZ try go ahead and kill attackers in mid path.
Leaving bots aside, on a 12 player match, you're bound to find a camper (the worst kind of them) on the defending team, I would suggest giving the attackers one SniperRifle + Bullet box on both sides at the start, it's really needed against those.
Capture the flag.
Given the player count parameters, it's a good map, the flag carrier is always in danger and must be covered in order to successfully capture.
One of the keys to winning in this map are defenders, if they advance positions and hold, the other team is screwed.
Shock rifle pushing can be used to it's full extent here, I like it.
Powerups being in middle is good IMO, you have no idea how many times I got fed up of redeemer/amp hoggers camping their base entrance (won't mention specific maps), if you want powerups here, take the risks.
I did notice that with extra players, it becomes extremely difficult/impossible to reach the enemy flag , that is why wide open CTF maps should always have one or more tactical routes (and I don't mean straight paths from one flag to another
).
My suggestion to make it playable on higher player counts: the map is basically divided in 7 sections, on each wall separating them, substract the upper zones.
That would allow stealthier translocator attacking.
Generally speaking the map is great and an obvious choice (at least for me) in any MapVote.