Your maps are intimidating. I'd love to add in my thoughts but I fear I'm not versed well enough in the art of mapping (yet). I'd prefer to explain ideas to a more experienced mapper such as yourself for optimal quality. Your maps run fantastic on my machine. Weighing it at literally 50-100 times larger than my latest release, it's amazing how you can keep the fps down.
If you were to aquire some "Strahlemann style" to your maps, it'd be like a Nexuiz disney land. His shapes are interesting, flowing and architectural pleasent. He presents gains and loses through items, jumpads, evelators, teleports, changes in velocity (areas to gain or lose great amounts of speed) and jumps requiring specific amounts of force.
Finding the medium between all these dimensions is what I find the fun, ongoing challenge in video games. He thinks about where a player will try and rocket jump or laser and creates ways to block or enhance these situations.
The flow in your map seems almost accidental with your tight restriction on items and length pathways, I feel like it's up to the player to create ways to gain speed with the laser and (hopefully) a 45 somewhere. I understand your mapping style and I think it's well developed in it's respective field but I feel like they are more like campaign maps. They can actually be classified as more a 'campaign co-op, in my honest opinion.
Anyway... I'd love to talk / work with you about these ideas and possibly convince you to give the "Nexuiz style" another shot. I can explain and perhaps draw up some ideas but again, I'm afraid my mapping skills are still lacking to have a real affect.