The main problem with the map is that there are multiple rooms that make too good bases for both teams. Due to this the gameplay is pretty bad, a 30-45 minute camp game where Sudden Death decides the outcome of the game, if it does.
Such rooms are: Artillery Control (alien default), Storage (human default), Cooling System. Alien default for example has basically only a single entrance. The other two aren't proper entrances: one of them is only accessible with jetpack, and the other one is a vent that is either accessible by jetpack or by an entrance really close to the alien base itself. Those two other entrances are not good enough to be used properly by humans, and such the alien default with its single entrance is almost as horrible as the Window Room in Niveus. The corridors leading to the single entrance are very good for aliens also, I would suggest adding another entrance to the alien base with a more wider area around it.
Cooling System has only one entrance again, with a single vent being no option for either team to attack the heavily fortified base from. It makes for the best base in the map for both teams to move into, I haven't seen anyone losing a match after moving there.
Human default is extremely campable. The vent isn't an option to attack from since it's easily blocked and doesn't allow bigger aliens to pass through. The vent area allows humans to deal so heavy damage to aliens coming from Passage that that entrance isn't an option at all. Once again we're down to one single entrance, the Panorama Corridor, but it has a longer route and nobody ever uses it, which leads to my next point:

The map is designed so that there's a fast route (marked cyan) leading to human base with the middle area (marked yellow) being straightforward and very fast for aliens and humans to travel through. There's not much incentive to use any other routes since they are harder to navigate and take longer to travel through. The Panorama Corridor route (marked green) is used very occasionally by lone humans/aliens. With no action, nobody wants to attack through there. With the base locations being where they are, 50% of the map is left completely unused (marked grey): again because of a long route and no action happening at all.
All in all the map certainly is nice-looking, has an interesting reddish theme and a nice vent system, and has plenty of potential, but the gameplay isn't fun. Some rooms definitely need to be made weaker, and perhaps the layout of the map needs re-thinking, since so much of the map is left unused.