Alas, here I had too much déjà vu, which spoiled the fun a bit. Due to the time restrictions some of the gameplay/design had to be compromised it seems. Some connecting corridors were too narrow IMO, the two-way AP in the main screenshot, forces the player to jump between columns, any air control slams you into a pillar (not so much fun). Maybe I did not play the map enough, but the layout felt "dead-end-ish" in several areas, i.e. I thought the path should continue here, but actually I ran right into a wall. And some areas were inexplicably cramped, whereas other areas were just fine.
I think some additional time would really have helped make the map stand out more - but that's the way it goes with competition restraints, alas.
P.S. Forgot to mention, the design is really nice, and there are quite a few clever details I really liked.
Edited: 23 Jan 2010 AEST