Matti "Dj Liha" Koski says that mapping is a new experience. I would say to this author, 'Keep on mapping!' A very nice first try. Matti mentions in the Readme file that the map is slow. I agree, but the entire map isn't this way. I was very impressed with the attention to detail that seems to be lacking with so many newbie mappers.
The connectivity is impressive, with a couple out-of-the-way places like a water tunnel, and an outdoor water moat. A couple of movers elevate you to one of three main levels, but the author neglected to tag the lift centers/exits with their corresponding lifts. The result was that I never once saw a bot use a lift on purpose. They would accidentally run over one while fighting, but then hop right back off as it went up. Water ponds give this creation a little depth, and provide the access to the water tunnels.
The texturing was also done well: The variety of texture packages seemed to blend together to compliment each other. Base textures provided the backdrop, while detailed textures contributed the eye-catching appeal of the map. One area that could use some improvement was the skybox texturing. Usually picking Unlit will make the surfaces less bland. The clouds were also adjusted to go very fast, which appeared to stretch reality a bit.
The item placement was another area that was outstanding. Health was not overdone, and the redeemer and shieldbelt are under the main floor in a water tunnel where it takes a little time to acquire. Other items, weapons/ammo were set a good distance apart with some of the ammo on high walkways. It's just too bad the bots didn't use the elevators to explore the upper walkways, or better yet, the nice sniper perch that was elevated above the action.
The lighting was a nice change from the default lighting that newbies tend to use. There was a nice color variance, and Matti made sure that all the lights had a light source. I did notice a shadow or two that I thought shouldn't be there where the domed hallways meet the outer perimeter of the map, but no biggie. Light fixtures were selected to be Unlit, which is important to make them appear turned on. Lens flares adjusted to a good draw scale helped to accent the map's surroundings.
Sound was provided for some machinery, and for lapping water outside the main playing area, but ambient sounds were missing from torch flames. Mover sounds were given to elevators, just as they should. Music provides the icing on the cake.