Well, I suppose with a name like DM-Horrible, there is no place to go but up. The map is geared for a bunch of killers, maybe 12-16, and was created by Tom "mjdth" Iwaniec, who is new to all this mapping jazz.
The map has much wrong, and some right. The good are the framerates and the bots. The framerates are decent because the geometry is pretty basic, which is chopped up quite a bit. There's some water, stairs, an elevator, and hallways that connect some of the spaces well, but many other spots are very isolated, so flow is waning. There are quite a few z-axis spots for those who demand it.
The textures appear to be predominately from the Skycity package, with block and that green stuff here and there. A few spots have some trim, but for the most part the doorways, ramps, etc. have nothing to highlight them. The author did keep to proper wall, ceiling, and floor textures, and didn't make any blunders sticking textures in the wrong spots.
Besides the good framerates the bots helped to make the map enjoyable. The lift isn't set up correctly, so the bots won't use it to get to the sniper post, and a broken path keeps them from the redeemer. I also noticed a bot sticking on some steps in a busy spot on the map, but they still put up a good fight. The item placement was also pretty good: A weapon or two could have used a tweak, but nothing major.
The lighting was amateurish. Besides not being very imaginative, it came out of nowhere. Sounds? Yes, music and some ambient stuff.
~End of Review~
For the author: Jumpboots and long falls into a pit don't mix. If you fall into the pit with boots, you don't die, so you end up being stuck in the bottom of the hole. So put some slime or something at the bottom of a pit if you use boots. Always try to make some sources for your lights: like torches, or light fixtures, skylights, or something to explain the lighting. Turn your player starts so people don't face the wall when they spawn. Try not to have isolated areas of the map unless there is a very good reason to isolate it. Such reasons might include a shieldbelt, damage amp, or something to make the risk of being trapped worthwhile. Here is something I made up about setting up lifts:
Setting up lifts: Place you lift (mover) on the map, do your thing with keyframes, then in the mover properties go to Events. Open that and in the Tag box put a name like: Lift1. Place lift centers where you want the bot to stand on the lift, and open the properties up. Go down to LiftCenter and open it up and in the top box (tag) put the same name as used for the mover, Lift1. Place Lift Exits where you want the bots to get off the lift, out a little ways from the lift so there is no interference. Open the property's box and look for LiftExit. Open that up and in the top box put the name Lift1. The lift is set up as a unit. If you use another lift, call everything Lift2, or something so everything corresponds to one another. Make your lift 'Stand Open Timed' so the bots know they are supposed to stand on it. If you decide to set your lifts to Crush When Encroached, make sure you put an Encroach Damage amount like 200 in the box so the bots will be affected. If you don't the lift will pass right through them. If you use a trigger for your lifts, and your mover is set to Trigger Open Timed, it's usually a good idea to open up the Trigger properties, go down to Trigger, open that up and find Repeat Trigger Time. Change the zero value to 2 if you want the trigger to repeat after two seconds, or 0.5 for them to repeat after a half a second, etc. This is just in case a player gets in the trigger radius after the trigger has already done its thing. You won't have to back up and trigger the Trigger again, and bots won't get stuck.