I think it's a little TOO tight in places - CPMA maps usually *feel* a little smaller than they really are because of the speed/djump/aircontrol combinations that let you get around them a lot more quickly than in VQ3. The water sound cues are important, because otherwise it's too easy for the guy with the lead to run away and hide.
PG instead of the more powerful LG works well, and the exposed RA is good too, but YA+GA is almost always a better choice for duel maps. RL is very much the weapon of choice on this map, but the sight lines mean you're generally eating away at them with splash until they go for RA itself, so two good players on this map will make for a very low-scoring game.
Found a few nice tricks and shortcuts, and the map does play nice and fast, although there were a couple of places that I found myself REALLY wanting to make djumps but couldnt find anything to do them off. I'll look around a bit more... :)
Aside: it's really nice to see more mappers using a vertical element now instead of the very 2D Doom-like style of most Q3 maps.
Oddly enough, I think the map plays a lot more strategically than as a fast map, simply because it's pretty easy for both players to be tanked, so that first shot becomes a lot more important...
conistently good maps - keep it up :]
on my rig the bots grab the red armor . get that map now !!!
As for the tightness, what do you guys think? I was trying to emulate the feel of some of those CPMA(Promode) maps I've been playing lately.