A 856 KB download for 4-6 players.
The one thing that keeps this map from scoring an extra point or two with me is its inconsistency.
Take architecture for example. There are at least three different "styles" of architecture in this map. Each for itself would score way higher than them being all mixed up and not quite fitting together...
Yet even this badly mixed architecture is above average, and a nice change from your usual industrial/medieval/etc. type of thing.
The lighting. Just take a look at the screenshot. Turqoise, orange, blue, green, yellow, red, ...
Way too excessive use of light effects. Everything glows and blinks and scrolls....and makes my eyes hurt! Yet also with lighting you have inconsistency, because there are parts of the map that look actually quite nicely and atmospherically lit.
Polycount. There's a part of the map where polys rush way up into the high 400s. On average though, polycount probably is around 150 or so.
Textures. I sure like the texture work of that author. Lift platforms made of glass look nice. Wall panelling looks like wall panelling, floors look like floors, ceilings look like ceilings.
The bots. They go everywhere (even though the author says they don't??? Trust me on this. Or better yet: just try it out and get fragged by 'em...). They go for all weapons, pickups, open the secret door to the amp, IH-jump to invisibility & belt. Very well executed that.
A fast-paced map in the far upper reaches of average territory, which might be more for the peeps who ain't bothered be un-1337 lighting.