I was able to check this map out a couple of times during its conception. I liked it then, and I like it now. CTF-Colony, by Some, looks good, plays well (good framerates), and would be a nice map to play online.
Some has created an atmosphere with this one: lava chutes draining out of giant lava vats where you can hear the rush of the molten substance in between ammo rounds. The caustic fumes of the lava have taken their toll on the building, as is evident from the rusted metal everywhere. Where metal rusts, what do you do? You use wooden planks instead to get across the dangerous terrain. The red team has a shipping dock for a base in the fresh air, while the blue team has to suffer in the industrial factory environment inside. There are multiple paths to and from the bases, and an additional lower dock section outside for you to get things together before the charge for the flag, or an alternate path if you're good enough. I used the lower dock section to lob grenades onto the unsuspecting enemy base on the docks above.
The textures were chosen well; they helped to convey the theme with a punctuation mark. Lots of concrete and steel were used, plus wooden beams above and planks for crossing hazardous areas. See-through catwalks enable you to see incoming players, and decide your best course of action, and a missed step outside will result in death via some toxic water. I little weirdness can be seen with the skybox on the horizon, if you're looking in a particular direction, but you have to stray from normal gaming to do so.
The bots worked as a team, and the level seems balanced out fairly well, even though the map is of asymmetric design. This is no easy task, and can be a mapper's nightmare. If anything, the red team may have a slight advantage, but I was able to win playing on both teams. I did notice a bot freak out once: It had captured the blue flag and was returned it to the red base. It got almost to home plate, then deviated and hopped on a beam that leads to a guard tower. It continually jumped back and forth until distracted by gunfire, at which time it returned the flag. The bots also avoid the lifts, preferring a more direct path for quicker gratification.
The item placement helped to balance the teams out. I enjoyed grabbing the rocket launcher and making fresh meat out of bots at long range. Sniper rifles are placed on towers and catwalks, and health/power-ups were not overly done. Some items can be acquired by using translocators, and some items are just plan scary to reach. (health keg)
The lighting was very appropriate, and helps to add to the overall theme of the map. Subtle red hues emanate from lava, and the outside lighting cuts the darkness like a knife. Some wanted ambient sounds to make a statement, and left out music intentionally. It seems to work for this map, because the rushing lava, lifts, automatic doors, and especially the wash of the water outside help to keep your ears busy.