Played+tested
I have to say, the halways, although they look very good, are very complex. I often found myself getting lost in them. They look alittle too much alike. Also, never, ever, have pitch black rooms unless you can clearly see the exit as soon as you enter, or it has a point in the room that you can see (like a blinking light) as a point of reference and some light. Just to be on the safe side, try not to have completly pitch black rooms. We dont have flashlights you know

Also, the human teleporters outside get destroyed due to damage.
And i dont like how the human team starts on a landing pad that is a long way away from the start. I wouldnt mind them starting outside if it was ALOT closer, but right now, it sucks to say the least. Kinda hinders base building.
I am assuming you cant build outside aswell. If you can, thats a huge disadantage to the aliens, as the humans can build outside and close the door to not let any aliens in. Just make it so you can open the door from both sides.
As a matter of fact, I woudl like to see the outside have more purpose than the intial stretch. A good example is the map Karath. The outside is actually an optional path you can take. Somthing similar would be pretty neat for this map, except minus the exact style that Karath does (for orignonality). Perhaps have the half of the entire map be outdoors optionally or somthing similar for added coolness? I mean, the outside in this map could be similar to how the basement tunnels work in Tremor. Such as, above the base (or around it) could be an entire above ground area that would be a dangerous path to take, but mabey helpfull if your doing a raid.
In all, i like some of the concepts (OMG CAMERAS!!) of the map, and the detail is pretty good for the map as a beta 1, but it could use some balancing work and a serious fix up to be really playable
