Let's see...I kinda disagree with Kantham on two points, which basically means you're on your own on these:
-I like that enormous jump pad. It's original and moody. I'd advice to lower it a bit, though, so you can walk on it instead of having to jump onto it.
-that upward curved road (Kantham's last pic) is also fine with me. It's actually one of the simpler jump pads: just face it and dodge(jump) forward.
More notes:
-don't use spaces in the name of your .zip archive, plz. It screws up UT2004Mi
-the other wooden plates are hard to jump onto in a firefight; I think it's not 'cause of the angle or the length, but because of the irregular floor at the base. If you don't start out close enough, you hit the base instead of the ramp and you don't jump.
-the water pool isn't water but just a sheet. It doesn't splash, and at this height, players should almost swim.
-weapons are spread out too far. Add in a couple more.
-I don't think you altered your ammo placement together with the weapon placement, as it is 100% wrong (it's best to wait with ammo placement until you're sure about where you want the weapons). I think your map is also too big for 'just' 2 ammo packs nearby each weapon, so think out a system of ammo packs to scatter around the level.
-as for weapon placement: ppl will use the weapons most wherever they can find it, so try to put these in spots that correspond to this, while at the same time keeping the hitscan, spray and explosive weapons not too close to each other. I would really put the sniper rifle and the flak cannon somewhere different.
-the way I see it, bots don't "congregate" the sniper rifle, but rather a
t the bottom of the map. Put in a couple extra jump pads to the bio gun/damage amp area to get a better upper-lower connectivity
-the stuff you put at the highest levels shouldn't be this close to the wall
Nice theme, though. I won't dare to comment on the music, as I just bought a new headset. I still have to get used to things here...