Start downloading. I'll explain as we go. :-)
In DM-Synergy, Faceless has captured what is for me, the essence of DeathMatch. Period.
The flow and connectivity on this map are nothing less than superb. You can get anywhere, anytime, and never fall short on weapons at any point. (Well ok, there is one slightly dry area, but it's way out on the periphery .. just keep rounding the turn and you'll have one shortly, if someone doesn't catch you first. :-)
Playerstarts are all over, and scattered well. There aren't any doors you have to wait for, or lifts that leave you stranded when someone else grabs it first. This map is all about the flow, baby.
As you run through the map, you might occasionally notice the enormous attention to detail in the architecture and texturing.. Very subtle little things going on here in the design, that add enormously to its realism value. This place definitely looks like something that the original builders put some love into while designing. Subtle curves, slots in the floor/ceiling, large stone beams supporting walls on the outside.
Weapon placement is excellent, as is placement of the powerups. And while there is a redeemer here, you're either going to need the translocator enabled, or you're going to have to be both very good at hammer-jumping, AND precision beam-jumping to reach it. Nice job, Face!
Bots are all over this like white on rice. Don't turn your back for a second or you're mincemeat. Again, Nice job. I never saw one of them grab the shields though, even though he got the weapons nearby. Perhaps the firefight distracted him.. :-)
Lighting is excellent, theme is thoroughly consistent, sound had nice touches, I really am starting to gush here .. *gag me* I really just want to scatter 10's all over this map. The only thing that holds me back is that I can't consider it a "Tour de Force" event in level design, despite the fact that I love the &@%&@%# out of it. :-)
Faceless, this map rocks, and if you slack off in the future I'm going to have to kill you. =8)