Other then reducing complexity, (this map is supposed to be complex, my upcoming map, dastower, is much more simple and tailored to domination), lighting (I'm working on that

), and the blue energy goop what can be done to improve gameplay on this map?
Where is it too easy for one team or another? How can this be fixed.
Where do you want more cover and of what type?
Also: where is there more detail needed in the map?
Where did you find the map unfun
Also, for the engine programmers, could a new key be added: playerintersecteffect so that you can set, for instance, playerhiteffect energyexplosion, or playerhiteffect normalexplosion, etc so that one can specify that whenever a player walks into, lands on, etc this brush this effect will occur?
Thankyou all

.
My thoughts are, especially with grapple, that the red flag is too easy to get. I wanted more people to try to power their way through the main enterance to the red base rather then just often going up through the little vent, secondly I expected a player on the red team to guard that vent (up there is a good camping area). How should this be fixed? More cover needed somewhere?
Also how do I make clear to the players that this map is an energy-liquid/gel refining and packaging plant? (Said energy explosion effect would work

).
Thirdly... I saw a server with 12 people (full server) playing the map, how was it when they played it? What did the players say and how was the gameplay.
I think this map is best with manyplayers as that way you can have 2 people defending each base etc.
Thankyou for your criticism

. I have used the suggestions given to try to improve the map, please continue

.
(Also please tell which rooms were most fun, and why, and which were less fun, and why)
(Also there are other gametypes then CTF for this map: dom, and dm, how do they work out?).
Thankyou again.
PS: What does an empty entity look like in the .map file that I can surely delete it, I looked but I wasn't sure and didn't want to delete anything that is used.