Completely illogical from my point of view. It's not only 'this weapon' or 'the other one', but also the way they interact with each other.. that's what makes of UT a single game, same as flow/connectivity makes a map feel as a single map. Told this before and you 'totally agreeed', but as proven again and again, you refuse to understand...
Absolutely right.
Now, having said that, hyrage, there are maps that take a weapon subset and create a play space around them as a gimmick. For instance, DM-Morbias features only the Rocket Launcher (in 2004 it inclueds the LightningGun). CTF-Maul (2004) excludes a handful of weapons and prominently features the FlakCannon, which excels on the two steeply sloped surfaces.
But they're still in properly scaled and playable spaces.
Str8control is not.
You've taken every weapon and pickup available in the game and tossed them into a cramped maze of corridors and restrictive rooms surrounding one big open space that is a veritable vending machine of control pickups.
Now, you can try and create a false solution to the problem by retroactively stating that your map was created for "some other play style", but you've already made it clear that you "carefully designed (it) for the original UT3 (gametypes?), CTF, and TDM".
The fact is that you've probably carefully designed it for some other game that is not Unreal Tournament.
It is not scaled well to accomodate the movement system created by Epic. The control pickups are not placed in such a way as to promote player flow. One good player (or team, in the case of TDM) could literally stay in the center of the map and utterly lock down the entire level. It does not demonstrate knowledge of the way weapons are actually used (an AVRiL... really?).
Again, anyone (perhaps this is where your "five year olds can do this" comment stems from) can create any level design that they wish for this game and then stubbornly claim that the players aren't playing it right. But the fact is that Unreal Tournament gameplay mechanics exist by design and it should behoove you to create a level that is conducive to them.
I realize that there are people who like to wander around in maps pretending to play some other game and it's perfectly within your rights to design a level for them. Just don't claim that it is in any way optimized for this one. And given all of this, I can't begin to tell you how presumptuous you sound dispensing advice to people that have demonstrated for a decade that they have a solid understanding of what makes this game work.