The barrier troops that shoot you whenever you go for either BFG can be considered a BFG trap hazard comparable to M. Kupfer's QuArea 51 or Q3DM6. You may notice that their dialogue is different depending on what team you're on.
You aren't really supposed to go up the vent with the health, as it's meant for players on the roof to go down after rocket jumping on the top. Originally I didn't intend to make it one-way, but then decided to leave it like that to add mystery to the level.
Looking back I realize the hallways and rooms were a bit bland. I probably should have made them look (and work) better by making them bigger and more detailed. I had a lot of other people's Quake 3 and Jedi Outcast/Academy experimental maps in mind when I made them, which sometimes also suffer from poor or lazy construction. Next time I will try to set higher standards for myself.
Right now I'm working on a Titan moonbase map. I was thinking about making the corridors like Babylon 5's hallways www.youtube.com/watch . What do you think of that idea? Or should I make the corridors more Doom 3 like?
Keep learning about the details of mapping (shaders, VIS, custom textures, etc...)
I'm looking forward for your next map!
I forgot to add a player count suggestion. I typically play this map with the maximum amount of bots possible, and had fun playtesting it with my brother who loves to use the control room buttons. The map didn't work in FFA, TDM, or Tourney due to a lack of DM spawns, and I couldn't seem to add DM spawns without having players in CTF spawn outside their sides of the map. So I made the map CTF only.
I feel somewhat confident about my map as I frequently play it for fun. I'd be hesitant to release a map if even I didn't like it (though I understand everyone likes different things).