Glad you like the map

. I actually took a lot of effort into the vents because I have seen a lot of very detailed and good looking maps where the vents are just plain boxes. It seems like the work paid off.
It's too easy to fall off the vent ladder at human base, maybe thicker ladder brush will help?
There is an overlapping brush/texture at -475 1675 -350
The vent elevator is missing a floor piece.
You should capitalize & color location names.
You might want to add a very tiny bit of ambient light, or more bouncelight during compile.
Perhaps make some station outside walls visible from panorama corridor?
It's possible to evolve to goon at vent lasers and get stuck Sad Also the lasers could disappear faster (you can override train speed at each path_corner).
Maybe give vent elevator some sound? Overall the map needs lots more ambient sounds.
Also at pipe manifold, the ceiling window is missing some textures on supports.
I basically agree to all of your suggestions, however i have never encountered any problems with the ladder (I'll make it bigger anyway). It's also hard to avoid aliens being possible to evolve in there, so that won't change most likely. There's a little problem with the walls out of the panorama corridor: They'd look like they ended nowhere, but maybe I can find a solution.
Also, thanks for reporting the missing/overlapping brushes/textures.
I think you should make better water there.
In first shot, the water is not showing in all directions, and it's texture is too small (default)
In second shot, the water is not moving at all, it doesn't look really water.
I agree with the first body of water, I'm gonna fix that in the next version. However, the second one is, as pointed out by Uniq, no water, just a very plain grass-texture. Maybe I can find a better one.
Thanks for mirroring btw.
My only real criticism is that its about as intuitive and disorientating as the default maps, especially with the vast vent network. I guess people will learn the map before too long, but a few more visual clues as to layout might not go amiss.
Indeed, I'm thinking about adding some signs like in pulse or maybe a map.
Very good looking map. I have few comments, but... well. Main of them - too easy lock default alien base (one exit for huge aliens not enough imho) and in pipe manifold room you clipped space above rubes (between rails), its a bit unnatural. May be some grate there? And a lot of human-friendly nooks. With brave human team, aliens almost impossible rush builded in such nook h.base through massive bulletspam. =D
Yeah, I clipped that railing, I'll see what i can do about it. Humans indeed have some advantages in their starting base and the rest of the map. I'll try giving aliens some better alternative places to build.
Are you using standard textures (atcs, Karith, so on)? It doesn't hurt my eyes, they actually look neat.
Indeed. I think they don't really look as bad as some people claim.
Concerning the sounds: As mentioned in the main post, there will be sounds and ambient in the next version.