I like this clean-futuristic feeling of the map.
My notes:
- Texture aligning problems on patches, check out their edges
- For 1on1 it has right size (the corridors are really squeezed and narrow however) but im afraid it doesnt provide enough tactical possibilities.
- Also, if it really is a 1on1 map, its cruscial to make different pickup sound on the items and powerups/health/armors, that can reveal the current position of the opponent. Check out campgrounds and start picking up the items and powerups, you will see that each have different sound and delay between pickup.
- The jumppad area should be a little bigger, since it will be a VERY important and populated point in DM.
- That mega placed deeper, allowing trickjumps to the higher level is pretty familiar

What I noticed that you can rampjump to the window, but you cant enter it: it would be pretty good for the non-linearity of the map if players could fit through it.
- I might be only my concept, but for 1on1 map its not really good idea to put ammo boxes right near the weapons, so technically players pick weapons with unlimited ammo. Ammo box control should be an important part of every 1on1 map.
- Quad placed on jumppad? Hmm, maybe good idea for some guys, for me its pretty strange.
- No bump maps on da textures
- Some nice looking skydome would rock
Could be a good few-playered DM map however.