Okay, people, I suck as a player, so probably it is time to extend my skills and start sucking as a level designer as well

Just to be safe that it is not my fault alone that I screw up my map, I ask
you to participate, suggestions etc. are highly welcome.
One thing that concerns me is the lack of originality in nowadays maps (a hello to the Plague Bringer, btw

), they are really getting more and more boring, one important reason usually being the absence of a
theme, so I decided that the sewers seen in the film
Jin Roh may be a good one. After having read all the manuals about planning of a map I could find, well, let's go:
First of all, how are sewers constructed?
Sewers are constructed in a hirarchial way, you have the single small drains from the individual blocks that go into a short, crouchable path. This path then goes into a larger, walkable path, the more drains or small paths going into a path, the bigger it is, finally leading to a kind of channel that transports all the sewage away. The bigger paths then have sideways. (At some point, this chanell leaves the underground deploying its sewage into a river, but that is of no concern to the map.) I know that in real life sewers there are quite often shortcuts in order to be able to get to a special part of the sewer-system more quickly. In Jin Roh you can even see them, being smaller passages on a higher level (with dry floor) you have to go upstairs to reach them, whatever, that cuts down a bit the problem that any place should be able to be reached from two sides at least, so this should be no big trouble for gameplay.
So far, so good, now to the bases.
Let's say, the humans' base default location is at the end of the channel where there is an iron gate like
this to keep unauthorized people out. This would make perfect "theme-sense" because the humans have just entered the sewers with the command to kill all these nasty creatures breeding in the sewers.
In general, it is an advantage for a human base to have a clear line of sight/aim, it is a disadvantage for a human base to be in an open location. This place combines both (like in Niveus), the only thing is that it cannot be reached from more than one side, this could be managed by letting a small drain flow into the channel near the iron gate where aliens can crouch through.
In the film, you have an explosion (caused by one of the characters, killing it), which would make a possible default location for the alien base, but I am not too happy with that because it actually is a the other side of the channell, making it cannon fodder for the humans. I would really like to put their base somewhere near the drains that go down from the houses, but they are on a quite high level making it too easy for aliens to just drop on human heads. Maybe I'll put a gooey construction somewhere in the sewers near a drain, suggesting that somebody dumped a manga into the toilet, where it was the breeding ground for some weird aliens when it reached the fertile fluids of the sewer

However, I have no (good) idea where to put it, suggestions are welcome. I will definetely
not put it into one of the passages connecting two bigger sewers, because any default base location must not be to good (to force people move their base), but not too bad as well, otherwise they will be dead in a second (as usually happening in Transit with unexperienced players in the human team).
A big map is considered a general advantage for the alien team (they do not have to go back to medistation, they do not have to recharge their weapons), maybe I could really try to put the alien team at the other end of the channel, altough I am not happy with the idea.
Other things that are to consider are that no place must be unreachable for human guns (at least, at stage2), and that no place where you could put a human base on must be unreachable for dragoons.
I hope I did everything moreless right until now, now a few technical questions:
- Is it possible to not open paths at stage2/stage3 but to
close them?
- Is it possible to change a map in respect of the number of players in it, closing/opening paths if there are less then five players in one team or so?
- What about water? I have never seen it in a game. There is no need to actually swim or so, but I think it is possible to create special noises when walking on special surfaces, am I correct? Dry sewers aren't fun, you know.
- Is it possible to create the imagination of water drops spraying around when somebody walks over a water texture?
Okay, that's all for now, I hope to be able to create a map that does not smell like "Tremulous map #415" but like being in an untold part of the movie.
If I forgot anything really important, please tell me. I do not think that the actual mapping will be a big problem, I think that the planning of a map is more difficult. I am also going to create non-copyright-procteded textures that resemble the theme as good as possible, which may be the biggest challenge of all.