Same for these?
Large areas need obstacles.
That was already addressed. The problem here is that you're done with whatever formal training you've had and have decided to stop learning.
Big mistake.
You also seem to think that everyone around you doesn't have a grasp of the mechanics behind basic level design, and have stated as much in a very condescending manner.
You also seem to think that understanding how a game is played is not relative to designing good spaces in which to play that game. You've very nearly stated that the player's job is to "adapt" to whatever it is that the level designer throws at them. I can design a chess board with only four squares... but will anyone play it?
The very best level designers for Unreal Tournament have a very good understanding of the mechanics and flow of the game either through play time of their own or feedback of those that actually play the game. You seem unwilling to do either.
Of course, you're under no obligation to take any feedback and there's no need to attempt to understand or even contemplate the advice that everyone has given. We're under no obligation to play your level.
I've played your level and I have it on my hard drive at home right now. I can see that you understand how to use the editor, in fact you do some things very well. I can also see that you either have no grasp of how the game is actually played by competitive or even somewhat regular players. Some of the criticisms raised so far have been accurate, but you've stood firmly,
impudently, rooted to your belief that you know better than the rest.
Anyone that plays deathmatch online with any regularity would be able to tell you that your level is a nightmare to navigate. It's filled with tiny twisting corridors, rooms to nowhere (don't even try to tell me what they are supposed to be there for), random meshes that interfere with gameplay. You've got a half dozen control items within a couple of jumps of one another. You've got doors that don't open that look just like all the other doors (don't even start me on a bunch of doors in a UT deathmatch level). You have an AVRiL in it for Christ's sakes (yeah, I know that you think it's the weapon of a skilled player... see how far it gets you against a
real skilled player).
I've seen video you've recorded of someone running around your map hiding behind meshes like you were playing Gears of War. That's not how deathmatch maps are played.
Now I bring all of this up, not because I want to embarass you. I'm sure you're a nice enough person. But I can't stand to hear you making stupid criticisms of a terrific map. Plutonic was making amazing levels when you were probably still in grade school. (sorry if I'm wrong about guessing your age)
You've demonstrated time and time again that you do not know how this game is played at even the most basic of competitive levels. What was it you said? Your map was big enough to even handle CTF? Dear god I hope you aren't saying Str8control would work well as a CTF map too. A good CTF map isn't dependant only upon size, but flow and balance. I have yet to see a good Unreal deathmatch map that would also work as a good deathmatch map without great modification.
But I digress...
To get back to my original point. It's clear that you've spent a great deal of time learning things in books. Perhaps you've even designed successful levels for other games. But let me make this clear... you cannot take experience from playing dissimilar games like Halo and spend a month playing UT3 and make a great level. The Unreal Tournament games are some of the simplest first person shooters ever made? I suggest that you don't understand the depth that is there in both the movement and the weapons, nor how either are used at higher levels.
I'm terribly sorry if I sound harsh in what I've said, but you've got a lot more to learn than you think you do. A dose of humility wouldn't hurt either.
We all "get it" that there are other play styles for other games and gametypes. However, I don't think that you understand this one very well.