DM-TempleOfUbadi appears to be made by someone who is still quite new to mapping. The level construction isn't all that appealing, but the bots work very well, and the framerates are excellent.
The place is lanky, not connected up very well, and sports some sort of underground cellar. There are some catwalks for z-axis fragging in the square rooms, and square columns underground for dodging bullets. The theme appears to be a Nali temple, but the Nali statue faces a staircase at a bad angle and the place doesn't really have the structure of a temple.
The texturing hurt the map more than helped it. There were misalignments, and bad texture choice throughout much of the building. The author, J Caithness, did use some base and detailed textures for contrast, so good job on that.
The bots were the highlight of the match. They did everything right, not sticking or becoming confused by anything. There isn't too much to really challenge the AI, except for some stairs, but at least they weren't banging their heads against the walls. The item placement was so-so. In the underground area the pickings were slim. I found myself using a pistol more often than not, and some of the good stuff could have been a little harder to get. But the author did hide the invisibility and the rocket launcher was on a catwalk, so that's a plus.
The lighting needed some work. The author used some lamps for lighting in some places, but I shot one in the library and it disappeared. Other places were lit up, but there were no light sources nearby. The author borrowed some music from Unreal 1 in an attempt to go with the theme, but it's slow and mellow and doesn't inspire you in a DM match.
~End of Review~
For the author: Always try to have some sort of light source in mind to account for the lights in a room. DM games need connectivity for flow. Dead end rooms, dark places, are more suited for single player games. For example, that little room downstairs with the well is all wrong. It's way too dark in there and the only light source comes from nowhere inside the well. There is nothing in that room, it's just there, disconnected from the main flow of the place. Decorative lights that fragment are a bad idea. Try adjusting their collision properties so they remain on the map even if fired at. Try not to have square everything. The triangular hallways helped, more variation like that would accent the place. If you open the properties box on a lamp, and go to display and find ScaleGlow, you'll see it's defaulted to one. Raise that to maybe 4 or so and the lamps will appear as though they are really turned on. Keep trying, you'll get it.