I am not blaming the designers for these maps, in fact after what davidm told me I am sure they were told to design it that way, but really, most of these UT2K4 dm maps just consisted of two rooms connected with ramps and niches, very simplistic design (even in DM there should be some exploration present, look at the UT3 maps, many have secrets and stuff and are not looking one like each other, all have different gameplay), many looked just the same, it wouldn't matter if it was two maps or so, but when almost all the new maps suffer from this kind of thing, I think something went really wrong. There's only like one map of those I enjoyed and that's because it had the right scale, the rest were really crappy.
But I would be surprised if UT2004 had an actual design doc, which I am sure was the case of all the titles, either that or the design doc wasn't really cohesive, maybe for Assault there was or something and for ONS the way they made it, as they already planned this mod of their own for UT2003 which turned into ONS..but the rest, it all seems random and if anything those were separate design docs.
It seemed all very disjointed, then again even original UT felt disjointed at few maps or conflicted, like the description of DM-Cryptic being human made thing. Uh, really? The texture set was used originally by Unreal and was on Na Pali, then again they cut the cryptic maps, but to leave such description, that's just cheap.
I am not saying fast movement alone did it, but in UT2004 it all felt more odd and constrained, I am not really fan of painkiller movement either and that's because I tend to lose a lot, in online matches at that because it is entirely depenadand on bunny hoping and also shit is rather hard to hit. If only the PKplus bots worked for me offline...I think UT2003 was somehow a mix of the fast movement/flow thing and a less agressive approach to the DM, like Unreal/UT. That alone was kind of unique to see the both "worlds" combine and UT2004 somehow disbalanced it and made it more of a casual game for me. It's hard to describe. Tbh I believe Quake 1 DM was really good for its time (and is still probably my favorite of the quake games), but I'm not so sure about quake 3/quake live, quake live felt kind of like UT2004 to UT2003 to me in a certain way, too. The DM where I could excel most was Unreal though, not even UT, maybe due to the weapon strengh and just that I was so used to its gameplay. I could actually win matches rather than being frustrated in some of the uts etc. Well, of course this comes down on player's experience after all and his preferences.