DM-TheEgyptTown can hold a dozen players fairly easily. It's a large, open map with fairly simple geometry. The openness of the map my bog down slower systems, even though the polys aren't extremely high.
Since the theme is an Egyptian town, you'll see quite a few buildings around the outer perimeter of the map. The distance from one end of the map to the other would be around 2 or 3 city blocks, if you consider player scale. The buildings are mostly bare, with a few exceptions, and without any sort of trim to make them more appealing. Player starts are not adjusted, so you spawn facing the wall, or some odd direction most of the time.
The textures were more or less the same color. Sandstone base and block dominated the surroundings. Instead of designed a skybox, the author, Jonatan (J.Freeman(swe) ), opted for a big box with sky blue on the walls.
The bots did okay for some of the map, but they need work. I noticed one stuck behind a building, hangin' out, waiting for it to rain. They also will spawn on top of buildings, and roam back and forth, instead of taking advantage of z-axis privileges. The items ruined the map for me. Too many powerups on the rooftops, so you can camp out for too long. Plus, a supershock is located up high so you can continually blast bots at will.
The lighting was very bright outside, like it should be, and some of the indoor areas were dark. No soundsĂ–no musicĂ–no screenshot, in case you get into such things.