Okay, the topic kinda escalated a bit
Are these in textures, or is shader/lighting messed up?
I guess those stripes have something to do with my compile-options, i'll check those. I should have looked out for something like that before I released

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I'd suggest you use coloured lights to differentiate between alien/human sides. You could then try vary the brightness and saturation of the lights in the different hallways.
I really like the idea of colored lights, this could really add something currently "missing". I dunno about the brightness, etc. It didn't really seem that similar to me.
I'd suggest you make some intrusions in some of the hallways, and place some obstacles(boxes?) to hide behind. This would also ease base-building and, of course, make it easier to differentiate between areas.
I also think humans have an advantage currently, but only playtesting can prove/disprove that. I will fix design-flaws, etc. in b2 and start playtesting then.
I'd suggest you remove the strong colour from the door, making it blend more into the background, and maybe give the strong colour to the yellow door instead.
Good idea, that's really something you don't notice that mush when you are the author, I will try to change that.
The buttons triggering the elevators in the vents could also use some work. Not only are the buttons a bit easy to miss, but the player doesn't really expect them to even work after seeing identical looking, but nonworking buttons in one of the hallways. I'd suggest moving the buttons closer to the actual elevator, and removing the nonworking buttons in the hallway.
I can't quite move them much closer (they could be pressed by accident easily). I will however place some lights to set them apart and delete the non-working ones.
Lastly, I want to make some minor suggestions. Don't you think humans should start with a Medistation? And I think it would look nice with some windows in the rooms next to the outside areas.
Oops, no medi. (I just realise there isn't much space near the arm atm, but I'll place one for sure) The lack of windows is due to me being over-paranoid with the vis, but I guess I it will work quite well in that are (and provide some needed detail to the outside).
i question the nobuild flags on certain surfaces.
- outside i am able to build on the (invisible) ceiling, the rafters, and some non-vertical surfaces of the walls, but not on the vertical surfaces of the walls. i should be able to build on any parts of walls (i'd say), but not on the invisible areas. see outside.jpg.
- there's similar inconsistency in the central room. i gather you wanted to avoid "troller toaster" eggs; i'd say that's hard to do without denying building, in the central room, on all of the rafters and also the handrails.
Well, there is only 1 nobuid-area which is at near the bottom of the pit. I have had no problems building in the pit-area, besides the fact that you can't build between the 2 inner circles, which is because eggs need more space than they appear to. I havn't noticed that you can build at the invisible walls at the outside. I will try to fix that.
fix the grammar in the location names [...]
furthermore, i'd rename the Pit to something like the Fan Room.
I think I'll take take the way with the commas. I am not sure about the pit, but maybe I get an idea.
As for the thing with the invisible walls: humancontroller has a point with the places in other maps (maybe not atcs, but this already has been discussed to death). I however agree with the ones who say I should give the tunnel a proper door: I won't remove the wall above the fence unless somebody got an idea to block the place off that doesn't look like a completely random grid or something like that.